View Full Version : Sub Surface Scatter Orc
BigSerge 03-09-2005, 11:30 PM Hey peops just wanted to throw an old orc I modeled a while back now I've added a displacement modifier to it and was testing the waters on it using Mental Ray SSS Fast skin material. It was a pain in the but heck probably still is for me and thanks to my man Plummet this is the current result. I did come accros a little bugger, I found out that asides from making sure your chracter is real life or close to real life size, when I Use the SSS mat in a scene where the units were left to default geniric or US standard feet with decim inch I end up going mental adjusting the values on the shader, but if my scene units are set to Milimeters the default shader will give you a good SSS to start of with. Someone correct me if I am mistaking. well he it is below
Cheers
Serge
http://www.bigserge29.com/images/SSSorc.jpg
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marktsang
03-10-2005, 12:06 AM
hi there,
loookin good - just one thing to mention
is it just me or does it look like his whole head is made of skin -> ie no skull or muscle ect..
the light seems to penetrate evenly every where. have you considered modeling a rough skull shape assigning another all black non scattering sss material with the same scatter group?
mark tsang
SamSed
03-10-2005, 12:47 AM
what a scary piece of rubber :scream:
do agree with marktsang, looks like the light penetrating everywhere.
maybe better results with a dark background.
BigSerge
03-10-2005, 07:13 AM
Hey guys thanks for the crits always appreciated, am working on the changes. Sorry for replacing the original first image mistake on upload and lost original file. I am still fidling around with the SSS skin mat next I will try to make it look more slimy/wet but for now I did do some topology edits via paint deform (beefier Traps, some veins here and there etc...) well just let me know what you think as usual.
http://www.bigserge29.com/images/SSSorc2.jpg
pluMmet
03-10-2005, 08:53 AM
Hey Serge- An alpha in the subdermal scatter weight should work. It need only cover the chin, high cheek area, brow, forehead and head. A dodge and burn job would do it. Or get a skull and break it into those parts and use Peter Wajets' Object Texture plugin to generate the alphas and put it together in PS.
And I like the updates :)
BigSerge
03-10-2005, 06:27 PM
alright I will give that a shot and see what goes
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