PDA

View Full Version : character:soldier girl


dcon
07-17-2003, 10:30 PM
A portrait shot of a character for an animated short I'm working on. I've posted it on other forums but figured I should post here as well. It was done in with 3D studio Max 5 and Photoshop.http://www.dustincondie.com/highpoly_pgs/futuregirl.htm

Black Jesus
07-17-2003, 10:42 PM
i like... :thumbsup:


any full body shots?

gmask
07-17-2003, 10:44 PM
Looks pretty good but the skin looks like an egg shell or a mannequin.. needs to be softer.

E.Z. Schwartz
07-17-2003, 11:49 PM
Hey cool, I was expecting to see a girl wearing a thong and maybe some big boots. It's good to see her wearing more realistic battle armor. Did you finish the rest of her yet? I have to say the skin isn't really ready for closeups like you have there, but if she'll only be seen in medium shots like the first it shouldn't matter much.

dcon
07-18-2003, 04:36 AM
Thanks for the feed back. My original plan was too just have her head and shoulders be in frame for facial animation but based on everyones feed back I think I will make a body for her eventualy. As far as the skin is concerned I plan to have two different bump maps, one for the whole head shot and one for mouth closeups with finer detail (the reason I kept it big and 'eggshell' like, is when the bump map is too fine it would get lost on the far shots and look too smooth. but based on feedback I think I'll have to make two seperate bump maps for the different distances).

cheers

icebird
07-18-2003, 07:14 AM
Is there Anything !

NOthing there I can see !

golem
07-18-2003, 08:48 AM
i like it very much.
since you're working with max i'd like to give you a clue.
as we're posting on

lil't-rex thread
http://www.cgtalk.com/showthread.php?s=&threadid=73777

is a bit hard to solve the problem of "from specular to wet look" in 3dsmax. TBKoen is working hard in order to obtain a better look for his dino skin and we all suggested him to map an environment refl. mapping in the channel of reflection, as "mask" subshader.
why don't u try to give a bit more of realism to the lips, putting a humid look?
maybe it could be useful also for the sweat.

golem

Shaykai
07-18-2003, 10:24 AM
Whats the animation going to be about? Care to give us an overview of the plot or anything? Great model BTW.

Shaykai

dcon
07-18-2003, 08:53 PM
I'm still fighting with the shader trying multiple specular and glossiness maps (trying too get the lips moist without the skin looking like wet rubber) but it seems I have hit Max's limitation. I was looking on the web for tutorials on how to get this effect but am now considering porting everything over to Soft XSI for the rest of the project.

golem
07-21-2003, 02:08 PM
i was sure about this, but still hope u can find a walkthrough for skin.
this is what i wrote in lilTRex thread

"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
very very very very supervery hard to make realistic skin in 3dsmax. very hard because before brazil's subsurf scattering material, you had no chance to obtain this kinda effect.
the only clue is: work with reference map, try to find some nice photo and try to paint a better specular map.

if you try to download a paper from siggraph (ExLuna BMRT for "hollow man"

http://www.renderman.org/RMR/Books/...course48.pdf.gz

, MtoR for "final fantasy") or a lecture on kubelka munk model, you will read abut a lot of intresting notions over the concept of multy layered shaders and skin.
is quite impossible to create a realistic shader if you have not a subsurface scattering model or a tool that allows you to define how thik is the ear, do you know what i mean?

use a oren nayar blinn shader, try to understand how diff.level and roughness can improve your shader and put a fresnel reflection.
maybe this will work.
""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""

before you take the boat for another software ask u to work a bit more with max and, if u really decide that dislike the look, try with some tutorial with brazil wax shader...

if u have all the summer long to work (from friend to friend, i hope you won't) i think that u must jump over the standard's train and work with Maya / MtoR / PhotorealisticRM.
good luck

golem

CGTalk Moderation
01-15-2006, 04:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.