|07 July 2009||#16|
Sao Paulo, Brazil
Join Date: May 2004
Love it! Why isn´t it in front page yet?
|07 July 2009||#21|
Join Date: Jul 2009
Thanks for the comments. I wasn't replying for some time because I wanted to wait for all the questions so I can make a bigger info post. So here are things people were asking about on various forums:
Some technical info.
Zbrush model is around 8 milion poligons or something like that. Textures are from 2k to 4k depending on the object. Face is 4k.
Scene is rendered with 2 area lights (raytraced of course) without transparency for speed purposes + 5 lights with 1k deep shadowmaps. Ambient occlusion was rendered seperately as a pass. Face has raytraced reflection so do the eyes. Whole thing is done with displacements, even toothpick . Clothes have fractal procedural as displacement on top of the zbrush one and thats what is giving them the rough and almost hairy look of the hat and adds quite alot of poligons in the process. But hey, thats the main strength of renderman so of course I will slap displacement on everything I can. Don't know the final count of poligons for rendering but it will be quite alot because of that fractal. 10 milion at least. Also 100k hair in the scene.
There is depth of field and serious antialiasing 8x8 samples, 8 width, Sinc.
Shading rate 0,25 (renderman thing), so 4x4 shading samples (I think, math is hard), hence the sharpness of the displacements and thats why hat has the peachfuzz effect .
Beauty render took 30 minutes, and so did raytraced AO pass (don't remeber how many samples I used). Rendered in 3delight2 for Xsi... my bad, Softimaaaageeeee. Xsi 7.01
- Materials. For face its miss_fastskin material with skin2 preset in 3delight property. Everything else has architectural material (because of the oren-nayar) or cook-torrance (because of the architectural bugs )
All clothes including hat are architectural with oren-nayar. The furry look of hat is the fractal procedural in displacement slot + some falloff effect,fresnel.incidence in xsi or whatever your application calls that.
- Skin details on a sculpt were mix of manual work and some sand/marble alphas. Thats how I always do it. I prefer to do lips for example with std brush rather than trying to find properly lit alpha. Ill do it manually faster. Out of curiosity I tried doing it the inflat way from photoes, but it sucked so I did it my way.
Pores are just several layers of various sands/concrete textures + some manual tweaking after. Like for example slight rows above his lips and such. Also I used some spray brush I think for some of them.
- I am unable to tell you how long it took. It was testing and learning piece. So I tried various aproaches for the skin. First in mental fail with even such desperate acts as using physical SSS (which btw is broken) or normal mapping (also broken). When it finally stopped rendering I switched to 3delight, had to learn from scratch but at least it finished render. It was redone quite few times so I lost count. This was the first time I used compositing, hair etc. So alot of learning here.
- There was some color correction and grain added in compositing.
-Stary piernik literally meams "old gingerbread", but it is a expression that means "old fart".
|07 July 2009||#23|
Im here a lotportfolio
Los Angeles, USA
Join Date: Oct 2004
F-in spectacular work, really nice model. The detail on the face looks great.
This is really REALLY nit-picky but it would be cool to see some fuzz or stubble on his face, since he already has a bit of a rugged look to him, but the result you already have is great.
"The best things in life are either illegal, fattening, or take too long to render."
|07 July 2009||#24|
3D Character Artist
Join Date: May 2006
Amazing sculpting, and materials! IMHO the key light needs to be a bit stronger. On my new monitor it looks fine, but on the older one which lost brightness over time the image looks slightly dark.
You mentioned that the normal mapping is broken in XSI for the fast skin material. I don't know about XSI, but Maya has a node based material setup and the bump in misss_fastskin is also broken there. Instead of pluging the bump map normally, one has to first setup the bump map and then drag and drop it in the correct slot. So maybe that's the same case in XSI. Maybe this'll help.
Anyway, great job, keep it. Looking forward to see more of your work.
|07 July 2009||#25|
Cook Box Productions
Join Date: Jan 2008
Thanks for sharing the details; I learned a lot just from reading it. Wonderful work!
-Avid Editor/Compositor/3D Artist
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