Finally I got around to finish up this post to present to you the techniques behind the Neckling. In this post I keep it closest to the m:studio2.0c part of the Neckling, if you want to see more about the ZBrush involvement have a look at my post on ZBrushCentral.
For more images of the Neckling visit my website: www.taron.de
First a look at the Shaderflow of the skin:
As you may notice, the shaderflow itself is very simple and consists only of three major sections. The displacement section including the ZBrush displacementmaps and “texturedeform” with its attached imagemaps. The skin shading done with the “BasicShader” with a color map and a camera fresnel attached and additionally the “Anisotropic” highlights added.
The first section of the BasicShader is very common and besides those typical parameters like diffuse, specularity, glossiness and so forth it has a additional tinting parameters to control not only the tinting of reflections and highlights, but also the tinting and sharpness of radiosity. The skin shader has a camera fresnel on the tinting of the radiosity to simulate more convincingly the oily properties of skin by reflecting more of the original color of the surrounding at glancing angles.
The second section of the BasicShader deals with translucency. It has several different modes, starting from linear shading (ordinary) over powered shading to extended shading types (volumetric translucency) up to even SSS rolling in radiosity for fast performance.
To explain the “shady” nature of all of the Xtended modes I prepared a little sheet, going through the parameters with very brief descriptions:
Obviously the most unusual element of the Neckling are the animated displacements. With the coming release of the new Studio2.0c several new features will find there debut, amongst them is: “TextureDeform”!
TextureDeform allows to manipulate textures, image maps as well as procedurals by either deforming space, relocating space or even remapping space with another addition that even generates it’s own textures specifically designed to work with skeleton systems.
In order to show you some of the most significant uses of TextureDeform on the Neckling I prepared a little step by step sheet…it’s rather coarse, but it should bring the basics across:
To render these quick frames I reduced the radiosity’s GI-samples to 4 and came to a rendertime of 32sec per frame, including the full shading. Pentium 4 - 2.6ghz, 2Gb RAM.
Just to mention it, in case you havn’t seen any other posts of the Neckling, what you are looking at are 340 polygons, displaced at rendertime, maps generated in ZBrush2.0.
This should give a good overview over the messiah section, but feel free to ask me, if you’d like to know more specific things.
I’m excited that so many people are realizing the power of all of this, helping me to believe that I wasn’t insane after all when I started dancing after the developement of TextureDeform and the discovery of the endless power between ZBrush and messiah:Studio.