|03 March 2009||#31|
Lord of the posts
Join Date: Jan 2003
the first cg face I've ever seen that doesnt look "puffy" around the cheeks!
You really got the sense of the effect of longtime gravity pulling on his face.
The 3D ArtZ Joint Tutorial CD
Joint Set-up and character rigging techniques for
|03 March 2009||#32|
The Proton Manportfolio
Saif Ullah khan
Co-Founder and Creative Art Director
AA loved the movie and well done on Clint he is looking quite like the real guy
|03 March 2009||#35|
aaaaargghhh ! hammer Stuff !! wow i envy you :-) 5 Stars from me .. please post a making of or some Infos about the scene and the shader
|03 March 2009||#38|
Norwich, United Kingdom
Join Date: Mar 2005
Not 100% but instantly recognisable and very well done, congrats.
I'd also like to know why the windows and beams have such a high poly count.
Head of Innovation
Immersive VR Ltd
|03 March 2009||#41|
Head Of 3D
London, United Kingdom
Damn, if you were female Id be on a plane... thats awesome. Like seriously... like.... its.
*(GOZER)-During the third reconciliation of the last of the Meketrex Supplicants, it chose the form of a giant SLOAR...
|03 March 2009||#42|
No Pain! No Gain!portfolio
Bitterish 3d artist
Join Date: Jun 2005
Thanks for feedback!
Windows and other parts of the interior have more faces because of quality. Sharp or chamfered edgeds weren´t what i was looking for, these objects are from wood and are
old so I tesselated a deformed the edges for better look in final render, dof isn´t so strong so the differences between sharp edges and deformed edges were really visible. That is why the windows and etc. are so messy.
OGKeithC - what did you just say to me?" look. - Thanks, that was the main goal, because he is looking on one of his scout marine who pissed him off the most, Corporali "Stich" Jones, the aytollah of rock and roll : ))
Here are the evolution of Clint, all heads are using old version of skin shader with displace, only the last one on the right using current shader with pure geometry which is in final render.
Here are the wires of basic meshes, first is neutral pose wire and neutral pose sculpt
Then I rigged and skinned the neutral head and here is a posed model, I took this model to Mudbox 1.07 and used displace from base neutral sculpt. Displace worked perfectly, then I only modified the posed head because of his facial expression and added pores and etc.
Here is a small test with a head animation using the skin shader with displace with different facial moves
And a gif animation
Last edited by SlayerCZ : 04 April 2009 at 05:12 PM.
|03 March 2009||#43|
Lead TD / Artist / Film Maker
Join Date: Apr 2002
Lovely breakdown! That skinshader and the lighting really rock! You dude deserve a sticker
Question: Does mr in max behave differently cos I've never seen it render using fuzzy tiles in maya?
- My thoughts are my own and should not be confused with anyone else's.
Last edited by vfx : 03 March 2009 at 04:17 PM.
|03 March 2009||#45|
Join Date: Jan 2005
Wow thats pretty awesome!
Is it the new VrayFastSSS2, or which shader did you use.
And can you tell us a bit about your lighting setup - is it HDRI or any additinal lights?
Clearly one of the best VRay skins I have ever seen - beside the great overall rendering.
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