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View Full Version : Anyone Done Any Old Skulls/Bone ?


paulselhi
09-28-2006, 10:42 PM
I would be interested in your techniques. I had a go today

Using a premade model of a skull i thought i would experiment with lighting and shading to try to get the ancient patina found on old bone. i wanted some roughness to the bone but i also wanted quite a bit of shine/specular as the patina acts almost like a laquer

Well i tried alll sorts of methods, SSS, translucent pro, displacement mapping..some renders were taking hours so i pulled it all down and started from sacratch. The result i got is quite good for a 15 min render at high AA and area shadows with GI on my 1.6 Ghz AMD 750 MB RAM

I used 3 area lights in a 3 point light setup, i found controlling the spec difficult so i made 3 corresponding infinite lights and used them for the spec, this semed to work better

I used very low refection with an hdri sky which also drove a very weak GI

I went with bump instead of displacement and use a couple of noise layeres, the same for the diffuse, spec color and actual color

So now for some more experiments maybe with bodypaint

vid2k2
09-28-2006, 11:29 PM
From what I remember, the bone looks pretty good,
but the enamel on the teeth should be lighter.

Nice skull model ........ was it free ?

ernia
09-28-2006, 11:31 PM
Hey, very cool. Yeah with BP you'll be able to add much more detail to the texures. It's a little too clean right now.
Let us know when the BP version is done :)
ernia

AdamT
09-29-2006, 05:05 AM
JoelD did a pelvis that had a very nice material on it.

paulselhi
09-29-2006, 11:36 AM
I really don't have a lot of experience with BP, maybe i really should bite the bullet and get into it


When i set up the uvw using the wizard i get optimal mapping with the mesh split up into block like sections very similar to a zbrush uvw, cubic 2 gives an intereting layout with a very clear front back top sides projection

Thing is i don't see how you can paint on the uvw map and get the brush to wrap

If i choose cylindrical i can paint on the uvw map but there are some weird stretched out polys on the right of the uvw screen and it is not a very intuitive uvw map

Is there a way to have that easy on the eye cubic 2 map such as i can paint seamless, i mean if i paint the right it continues over to the left ?

I could of course try to paint directly on the model but it appears that painting on the uvw map allows you to easily get into the nooks and crannies

paulselhi
09-29-2006, 07:31 PM
Here is my latest version, discussed here


http://www.black-and-white-to-color.com/ipbsfx/index.php?showtopic=1167

JoelOtron
09-30-2006, 03:49 AM
Here is my latest version, discussed here


Hi Paul
I think the latest sample is looking a bit too lacquered, and the bump pattern too repettitive. I kinda like the first versions better.

Here are a few shaders I put together, but the problem with premade shaders is they never work when you apply to a different model/scene. These shaders are lighting and scale dependent (uses SSS). Not neccassarly a soliution--but here thye are in case they are helpful.

http://www.betatronstudios.com/cgtalk/boneshaders.jpg

http://www.betatronstudios.com/cgtalk/boneshaders.zip

Rich-Art
09-30-2006, 06:22 AM
Nice shaders Joe.


Peace,
Rich-Art. :thumbsup:

paulselhi
09-30-2006, 12:11 PM
I based the new render on a photo image


http://www.black-and-white-to-color.com/ipbsfx/index.php?act=Attach&type=post&id=380

I love your mats, the second one looks like it could be used for snow, and the last 2 for (alien?) skin

Now to try them on the skull

vesalus
09-30-2006, 05:13 PM
i did a map some times ago for the same model but that was for rendering with maxwell, i'll dig my HD to find out...

edit:
here's the render


http://perso.club-internet.fr/mrtomtom/skelmaxwell.jpg


i'll give it a look for rendering in cinema....

BCEmcke
09-30-2006, 07:05 PM
Hi Paul
I think the latest sample is looking a bit too lacquered, and the bump pattern too repettitive. I kinda like the first versions better.

Here are a few shaders I put together, but the problem with premade shaders is they never work when you apply to a different model/scene. These shaders are lighting and scale dependent (uses SSS). Not neccassarly a soliution--but here thye are in case they are helpful.

http://www.betatronstudios.com/cgtalk/boneshaders.zip

Hi JoelD,

if you want to C4d Textures collects shaders of all kinds. :) Just an idea.
Cheers
Björn

JoelOtron
09-30-2006, 07:23 PM
i did a map some times ago for the same model but that was for rendering with maxwell, i'll dig my HD to find out...



i'll give it a look for rendering in cinema....

Bravo vesalus--That looks great!

vesalus
10-01-2006, 11:10 PM
thanks joel :)
by the way, your textures rocks, maybe a little bit too much fresnel on the forth, but for fresh bones, that 'll do well, maybe a little touch of yellow on the others?

heres the c4d render, could be better with some SSS thought, mostly on the nose bit, and it need some mapping refinement for the inner orbital parts...


http://perso.club-internet.fr/mrtomtom/skelc4dR.jpg


concerning my texture, i unwraped the mesh with uv mapper, send the result in photoshop and did a map in it with various photo found on the net here mostly
http://sciweb.henryford.cc.mi.us/Biology/AP/134/lab/lab%20guide%20images/II.%20Skel%20Musc%20Nerv/Skel%20Musc%20Nerv.html

then tweaked thing here and there...
once done i've got a nice Bn'W Uvmap for the bump and another one slitly colored
here's the setup, in this one i didint wanted a too shiny mat so the specular is only at 40%, 40%, 0% and 0%. i also kept it quite pale cause most of the time i use that one for medical viz i do ;)

http://perso.club-internet.fr/mrtomtom/map.jpg

the light setup is simple, a slight orange area light with area shadows at the top, and a blue aera with soft and a white another at the sides

hope that'll help :shrug: and that the images arent too big...

Jorge Arango
10-01-2006, 11:35 PM
the light setup is simple, a slight orange area light with area shadows at the top, and a blue aera with soft and a white another at the sides

hope that'll help :shrug: and that the images arent too big...

While your materials are very good, I must say that the illumination is outstanding.


Jorge Arango

vesalus
10-13-2006, 09:38 AM
thanks Jorge :blush:

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