Crossing the uncanny valley WIP


#361

II for me as well.
More realistic


#362

thanks for your feedback


#363

this sure is taking a long time, and i feel like the state of his beard needs to reflect that :slight_smile:

good news is, that the head is finally done, more or less.
(except for the tongue, which will be the very last thing added)

next up: adding upper body, posing, and clothing


#364

awesome! thanks


#365


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#366


garment sim


#367

:thumbsup:


#368

…/


#369

Wow, thats a seriously good looking tshirt render! Can i ask how you were doing the seams and the creases? Not the big folds which i assume were simmed(?), but the smaller creases that make it look like the shirt was only quickly ironed.

Can’t wait to see a full body render, your detail and quality level is insane.


#370

thanks
those folds were made out of crumpled tinfoil/paper displacement map
at low intensity and with horizontal stretch it looks similar to fabric


#371

the worn shirt mat is basically done (the fuzzy fur will be added later)


check it in high rez.

C|C are welcome, cheers


#372

nice work,very inspired!!!


#373

thanks.



check it in full rez


#374

Amazing continual work, Lukas! Fantastic all around. I can’t wait to see this all come together! What are you finding to be the most important aspects you need to get right to make the shading of the clothing look realistic? Textures? Reflectivity? How are setting up your materials? Are you using a falloff to get that fuzzy edge? Low refl. wide gloss? Are you using any translucency or back scattering effects?

Thanks for any input! Looking forward to more!


#375

thanks man.

well for cloth shading, i would say textures, definitely textures.
especially for the high frequency displacement. thats what makes cloth look like cloth, tons of thin fibers tangled together, so the shader needs to reflect that.

on the hoodie, i used shitload of textures stacked in layered texture nodes.
for displacement, diffuse, speculars, fresnels, bruised edges, for scattering tiny holes and fluffy filaments here and there. also the ability to have those separated is a huge benefit.

as you said correctly, low intensity colorful and wide reflections (although this shader is spec only) fresnel was used for the asperity on glancing angles, + the fuzzy fur that ill add later on will pronounce this effect and will tie the shader together

im not using any sort of scattering, im just faking a similar looking effect in post.
although im using double sided shader to get some light passing from the other side.

hope this helps


#376

The clothing shaders are super.

But I think you can improve a little on the T-shirt neck area. The wrinkles are not very convincing in my view. The wrinkles around the neck are all going radically outwards. There is also a sudden change of angle (upwards) at the folding line of the neck.

Do you have a reference, as T-shirts normally do not wrinkle & fold like this at the neck area.

The fold on the stomach area, while not as weird, is also a bit unnatural. See the last 2 folds that looks like lips, then there is a fold (that looks like a tip of nose) going directly down. My analysis tell me it should bend or fold inwards where these wrinkle meet.

Think about effect of gravity, & how adjacent folds affect each other, & how the body shape & movement affect the folding of the clothings.

I am speechless about the rendering & shader, but IT-shirt can be furtehr improve, especially if you are going for ultra realism. :slight_smile:


#377

just bumping this here from the previous page, since its the topic of discussion

  [img]http://i5.minus.com/ilDbAyYp2M1ZD.jpg[/img]
  check it in full rez
 thanks for the feedback PKD, but i think ill leave the shirt as is. :)
 there was a lot of stretching and pulling coming from the shirt x hoodie interaction. as it was simulating from the t-pose, the hoodie shifted well back pulling the shirt along. + i like how the neck area looks all worn, cheap and shitty, like its an 99¢ shirt. both pieces of clothing were made that way on purpose.  the issues with the folds in the abdomen area are up to everyone's taste i guess, in final they wont be so noticeable since the whole thing will be lit from bottom right.

#378

It’s really worth to see it in full rez, it looks so fuzzy :slight_smile: Very nice effect you achieved.
I’m guessing you’re already aware that the hoodie sleeve ends would look better with some thickness.


#379

thanks.
yeah, ill wrap up the sleeves once hands are added and i have the final shape in place, then i’ll add the thickness and fur


#380

Thanks, but you are missing my point. I am not commenting if the folds look nice or not, or its looking worn or new.

I am saying they are not very natural in my opinion. There are rules (not as clear as face) how wrinkles form & pulled in farbric, like how the face pulls and wrinke on one face when we made an expression.

My point being, You spend so long ( 2 years?) on the character face to make it as real as CG gets with current technology, wouldn’t it be a shame not to spend an extra day or so to make the rest of the character matching the realism.

I am not even particular, but the radical wrinkles are fairly obvious to me. The folds on the adomen, I think maybe not really a big deal.

Anyway, if you still decide not to do anything, then so be it.

But you should know I am a big fan of your work, & no way am I teying to knock down your work.

but I feel its unfair for you if I pass ‘everythings looks perfect’ remarks, when I can see there is a little bit that can be improve, & I personally think it doesn’t take too long also.

But it is your call. :slight_smile: