View Full Version : Alienlike Head, SSS procedural Shader
Banshee 07-20-2006, 11:40 AM http://www.the-tantrum-project.de/%C2%A7Dpics_temp/Alien3_web.jpghttp://www.the-tantrum-project.de/3Dpics_temp/Alien3_web.jpg
Hi there!
Would you be so kind and have a look at this picture? Everything is still at a quite early stage.
The shader is fully procedural, using several simbiont maps.
Max8, ZBrush and Vray.
Thanks for any comments!
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Banshee
07-20-2006, 11:58 AM
Oh I forgot.
Please appologize any similarities to Julian Jeremy Johnson-mortimerīs Alien Character studies.. I love his artwork and have probably been influenced by it although I did not intend to copy it or even parts of it.
Thanks.
Kurosaki Ichigo
07-20-2006, 12:20 PM
Great work, hey you don't have to apologize bro, thast's how art work is performed, imagination is great, but our imagination likes to intertween with others imaginary ways, thus you guys will come up with a similar product, that goes for art, games, business, etc... All is well, but this looks great. :)
bizel
07-20-2006, 12:30 PM
I'm agree about the inspiration. ;)
great work... I'm so impres...
can you show us the shader's graph network? I don't know how to do a sss... and I hop it should help me...
maybe one little critique I think the ears have to much translucence.. but is just what I think... ;)
wel thank's for this pic!
Banshee
07-20-2006, 01:00 PM
Thanks!
Yes of course I can hel you with the shader.
I canīt give you any other screenshots than this one here at the moment, because I canīt access the scene at the moment and this is the only shot Iīve uploaded recently.
The main part is done by the free simbiont maps - they are a real help when it comes to procedural shaders because the original max maps are quite limited in their functionality.
So I used "Cobblestone, bobbles, scratches and pumis", modified quite a lot and put the together like seen on the shot. Itīs used for the diffuse channel as well as for the bump and the reflection channel. The glossiness COULD be controlled by it as well, but I didnīt think that was necessary.
Anyway:
http://www.the-tantrum-project.de/3Dpics_temp/shadertree.jpg
bizel
07-20-2006, 07:07 PM
I'm impres... :eek:
I work with maya and I don't know if it's possible to creat procedural texture like this.. or if it is I don't know how... :D
I don't know if free simbiont maps existe for maya... I'll look for.
I've juste see your portfolio... :applause:
ps: thank's for your answer
LabRat1
07-20-2006, 08:03 PM
This is a great alien head. The surface textures look really nice. I think the lighting might be slighly off though, the front of the face (especially forehead) seem a little saturated. The SSS on the ear looks great, but to me it seems to happen very suddenly... ie I feel like there should be more of a transition from thick (no light coming through) to thin (lots of light coming through). These are picky points since this looks really, really nice. :thumbsup:
LauLau
07-20-2006, 08:19 PM
Wow, i'm really impressed with this one. I'd love to see a wireframe of it :D.
Banshee
07-21-2006, 09:12 AM
Thanks guys for your comments and crits.
Iīll have a close look again at the SSS, it might well be too strong. Thanks about the lighting issue as well!
@bizel: Simbionts are available for several 3DPackages here: http://www.darksim.com/html/simbiont.html
bizel
07-21-2006, 07:34 PM
hi!
Thank's! I'll look that.
Banshee
07-24-2006, 07:33 AM
Iīd probably forget my head if it wasnīt fixed to my neck! I wanted to share the complete shadertree with you, didnīt I. I forgot to take the shots with me to my working place - at home I donīt have access to the internet at the moment.
So I have to ask you for some patience ;-)
Iīve just seen thereīs no simbionts for maya! What a shame, those maps are really great.
By the way - does anyone know a nice, "in-depth" tutorial for the workflow between ZBrush and Vray? Especially the fine displacement-details seem to come out quite blured and I donīt get it done properly. There must be some kind of trick..?
Thanks!
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