Song Hye Kyo, Korean Actress (WIP)

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  06 June 2006
Song Hye Kyo, Korean Actress (WIP)

WIP pictures and stuff:

Ref pics (bottom left is the finished one)


Hair wire:






Last edited by maxedwin : 08 August 2006 at 03:57 AM.
  06 June 2006
Thumbs up Great Work


it looks great... you've definately succeeded in your second try...
looking forward to see the texturing progress...

keep it up...
  06 June 2006
this is looking great. I don't have anything yet to say in terms of a crit but so far it's really nice.

Of all the things I've lost, I miss my mind the most.
  06 June 2006
hey thx guys , I really appreciated it....this one perhaps the hardest one yet, and i'm glad that it shaping really nicely

anyway, i'm not really sure about the SSS shader, any comment about the shader perhaps??
I usually see the darkness inside the nose to make sure the SSS isnt too strong....but somehow I've got a feeling it might be to low too :P
  06 June 2006
This is nice!! I'm waiting to see more of it.
  06 June 2006
Good luck!!

Ha! I can't belive ithat someone is making Song he kyo!
I never thought that someone would make a Korean actress!
I guess she is more famous than I thought

Good luck! I have no doubt that you'll knock this one out again!!! great start 5 ++
3D Modeler.

Last edited by jjcoolio : 06 June 2006 at 03:43 AM.
  06 June 2006
this is really nice work! Im working on a simular project myself. I must admit your use of MiSS S and lighting is superior to mine lol.

im working on a simular project of Ziyi Zhang.
tobad im so caught up in rigging atm, because id much rather be working more on the head.
  06 June 2006
I can't wait ti'll I get as good as you or better, NICE WORK *****
  06 June 2006

quick reply , thank you all , I already made a little bit proggress, but not much different :P.

jjcoolio - hey thx a lot, hows ur modeling doin? anything new ?. Actually she is really famous over here in indonesia after that Full house series , I personally think she is the most beautiful korean actress i've ever seen hehe.

kryoboy - i've seen ur work, nicely done . Using SSS seems quite simple actually (in 3dmax), as long as you scale the model right, the default fast skin shader size is actually good enough, just change the scale factor into around 3 (1 seems to strong).


Last edited by maxedwin : 06 June 2006 at 04:47 AM.
  06 June 2006
Hi Max!

As usual, wicked modeling work. May I ask how you are lighting the first render at the top. The SSS really comes out quite well in that one......Thanks!
  06 June 2006
woohoo. That's some fancy rendering max. You sure have a knack for capturing human likenesses.

  06 June 2006
wow, she's really getting the likeness! keep it up, it's looking great.

you asked for some advice on the shader setup. from my meager understanding, i will try to give you a couple pointers.

first, don't try to simulate the skin, try to mimick it. that is, the skin shader isn't an exact simulation, it fakes a lot of things, so it's not going to be "accurate." that's one of the biggest hurdles to get over, theory-wise, i think.

second, figure out what kind of lighting you're going to want to use. this is going to play a major part in how the final render looks, and what kind of input the shader is going to require. for instance, in your last update, render 1 is approximately the right light color. render 2 i think is a tad too white and not quite cool enough, and render 3 is substantially warmer, from what i can see of the rest of the image. different light colors, intensities, and positions are going to affect the shader differently.

third, worry about one part of the shader at a time. for instance, get the main diffuse and overall colors working approximately where you want them first, and then move on to the scatter attributes, and then on to the specularity. of course, changing one is going to affect others as well, but try to get roughly what you're after in one area before moving on. it will save you the hassle and headache of messing with 20 different textures at once.

fourth, use texture files rather than constant values for as many attributes as possible. yes, it takes up more memory, but those textures don't have to be large by a long shot. on my last character, i had many of the SSS and spec attributes controlled by textures that were 512 pixels or smaller. a few i had larger 1024 textures, however. this variation will help, especially in areas like the ears, and around the eyes. you may have to paint the radius *down* around the eyes, depending on your light. if you get a weird fatigued/heroin junkie darkness around the eyes, that might be it.

a couple nit-picks on the model itself, since you are going for a photo-likeness of this actress. first, check the ears, as it looks like they aren't quite accurate. this may or may not be something you are concerned about for the final render, however. it also looks like you may need to pull out the chin just a smidge, but it's hard to tell from the photos. and finally, the top of the forehead seems to come forward a bit to much. i would bring that back a bit, but i don't know how much work you've done on that area yet.

keep it up, this is looking great!
  06 June 2006
very ........very good so far
  06 June 2006
Very impressive meticulousness on the figure work I will follow next steps on this work.

Effectred. Creative Studio

Last edited by jddog : 06 June 2006 at 08:54 AM.
  06 June 2006
hi, maxedwin

its great work
im looking forward to see next step.
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