character: Slimer


#5

Looks really good the modeling is great, the texture you still need alot of work on it. Remember slimer is semi transparent and his is not so glossy.

Baron


#6

This is an excellent example where SSS could be used to great effect.


#7

I like the modelling, but the shiny mottled green texture doesn’t work for me. I feel that it is a bit too glossy and also, it is opaque, whereas slimer was semi-transparent. I suppose however, that perhaps you are going to make it transparent in due time. What I really like is the tongue. It looks real. Wet, soft and real. Nice.

Terence


#8

Hello people.

thanks for the comments, they realy help. A lot of people are commenting on his glossy-ness and I have to admit that the shader’s specular values were a bit to high. I’m currently rendering a new version with tweaked values.

The other thing people are commenting on, is his lack of transparancy… well one of the first tests I did was get him a more transparent shader, but what I didn’t thought about was, that you can see trough him and then you can see his gums, tongue, and teeth trough is skin/slime and that just looks stupid imho. So what I plan to do is make him a bit transparent and use an ambient occlusion image as the refraction mask during compositing.

I still haven’t worked on the teeth and gums.

Here is the new image:

I hope you find it an improvement.
and again, every comment is welcome.

Kind regards,


#9

That’s really an improvement, skin looks more slimy now, especially his chin, when you’re going to work on the gum, you could try making it a bit darker red, now it constrasts a bit much to the tongue, also the irises still need a bit attention, they look a bit too much like texture maps, real irises have a kind of watery glossiness over them.
For the rest: it’s simply really good!
cheers,
Chris


#10

hey it still a little hard, maybe you should try to make it a little bit more transparant. but you have to watch out that is doesn’t look like glass or something.

keep posting more updates it really looks better and better :thumbsup:

owja doei


#11

Hi guys,

Thks for all the suggestions!

I made a couple of changes besed on the suggestions for the shader.
I also changed the lighting a bit.

Best regards,

Ewoud


#12

Hello guys!

I once again tweaked some attributes of the Slime shader and made some little lighting ajustments. I hope you like it and feel free to comment on it.

I will be doing some rigging tests tonight, I hope that doesnt give me a lot of problems.

Thanks

best regards,


#13

Hey guys,

Last night I did a simple composit just for fun,
here it is:

cya later

Ewoud


#14

hehehe that’s really cool dude. the shader looks more slimey now. and it also fits in the scene perfectly.


#15

I really, really like this. Having always been a HUGE ghostbusters fan, even since i was a wee child, i’m flabbergasted that no-one has really attempted to model anything ghostbusters related. I’ve seen the odd stay-puft marshmellow man but no slimer. Really cool work, and are you intending on modelling any of the other characters?


#16

Funny character and nice integration. Waiting for animation now.


#17

Excellent work… :applause:


#18

thanks guys!

Here is a new test mainly for rigging purposses but the render tuned out “ok” so I thought I might as well post it here. First post where you can see him with his mouth closed and with arms!

thanks and cu soon


#19

hey i think this model is looking pretty good but like other said I think the shader is to “solid”. This is one of the few occasion when a sss shader would really help him out, make him feel more gooey. If you are using either maya 6.5 or 7.0 you could try the MR misss fast skin shader or just the miss fast shader either one would work good. the Skin has a couple more options built in. they are both really easy to use and render really fast like 5 minutes or less a frame. Modeling looks good though… so far just the sahder needs the most attention. If you need any help setting it up if you haven’t used it before either search for help or feel free to PM me.


#20

As others have said, SSS would help a lot to give him depth, also maybe a bit of refraction for the transparency, like those jello cakes (flant).


#21

Hello guys,

thanks for the comments… I guess I must be doing something wrong because Slimer is using the misss_fast_skin shader… It is correctly set up with lightmaps etc. using the tutorials found here on CGTalk, so I guess it’s just the shader settings. I will post some of the settings later this night. In the meantime, I have a new render for you… again with tweaked sss settings.


#22

If you want to test to see if and how the SSS shader affects your object try assigning it on its own on your object, without diffuse shading or specular. Just try a plain miss_fast_simple and mess around with it.
When you are satisfied with the results just copy the settings over to a more sophisticated miss_skin shader to get the final control/look or just comp the pure SSS pass.
As it looks now, you don’t seem to have any SSS effect going on.

Cool slimer, I’ve always wanted to create him in 3D too :slight_smile:


#23

Hello!

Thanks for the comments and tips, but I’m still having trouble tweaking the shader.
Here are the shader settings I used:

I forgot to tell that the images I posted includes an AO pass (set to 50%).

Here are two images I made with the above settings, with and without AO.

thanks


#24

thats a cool character, well done material as well.
I think his hands should be more pudgy and cartoony
currently they look too well defined which makes them look
kind of unsuitable.
I also think he dont needs fingernails.
:beer: