HARDCORE MODELING!: Stan Winston Tribute: Pumpkinhead


#221

great work Kris!


#222

Kris you are mindblowing! Your stuff has always been such a great inspiration to me :wink:


#223

Thank you so much guys. It means a lot to me. I got a little busy with other stuff but I didn’t forget about the lighting/shader setup I promised. I’ll be posting it till Friday hopefully, not more than Saturday.

Thanks again, congrats and good luck everybody :wavey:

Best,
-Kris


#224

this turned out just amazing. I’m in New Zealand but just had to check out the final results you did and man I’m happy I did. You have major talent thats for sure. I look forward to seeing the lighting setup you use in Maya. Thanks for sharing you work.


#225

Hello Antropus congratulations for the beautiful works are an incentive to continue growing very successful in his career.

Until more Alessandro.


#226

Kris…mmmm…Amazing!!! Very good job, congrats :)…!!
serious fantastic to be able to see some tutorial showing the render process, shaders and illumination. Serious of great help for all.
I hope to be able to continue seeing a lot of your works…


#227

Thank you so much guys.
As promised, here are my render settings. As I said, there’s NOTHING special, since I had so little time to put 4 complete models, posed, textured and rendered in a little bit more than a month. So, no fancy shaders or light but I’m posting here anyways because I’m sure someone can get little insights by looking at the used values. I hope it helps someone and don’t forget: a good post in photoshop adds the final touch, always!

Pumpkinhead and T-rex light+shader settings

Key light (area):

Fill light (area):

Back light (area):

Shader and render settings:


#228

Stan Bust

Key light:

Back light:

Ground:

Environment:

White planes 1 and 2 (for light emission + reflections):

White plane 3 (for light emission + reflections):

Render settings:

Cheers,
-Kris


#229

Thanks Kris, the Pumpkinhead is great, really like what you did with the Trex, the detail is amazing, and the shiny skin post was very nice and extra helpful to see the details. I used the low poly of that, as inspiration and a guide for my first attempt and it was very helpful, thanks again.

Good luck in the vote.


#230

I´m wordless, such great sculpts and so wonderfull renders, you definitely did it. :slight_smile:

And, I wanna thank you so much for your insight of your setups.
I just started with Maya, doing the last time nothing else then reading the documents of it. But man, this will push me up, Thank´s alot! :slight_smile:

Regards
-Josef


#231

Hey Kris, thanks for the settings of your work. I have one question though, on the Stan bust renders in the hypershade, I c an see your color mapped into the overall, your cavity mapped into the diffuse, but I see a 2DBump node connected to the SSS shader with no file attached to it. Is this just a extra node you didn’t clear? Or is there a different use of that node? =]


#232

Yep. I had a bump node connected there before, when I was rendering a mid res mesh, but for the final piece, since I was using the highres mesh, I just deleted the map but not the bump node (if you try, it will break your shader and you will have to fix it. So I kept it).

-Kris


#233

great stuff in here! thanks for sharing your workflow! Did you do the retopo with maya’s default tools, or did you use some help from NEX or another plugin? Maya’s default tools don’t seem too efficient for this kind of thing…it’s a bit time consuming.

EDIT: Oh…silly me…I saw that you answered this before…and you use the make live thingie. :slight_smile:


#234

Yep, you said simple and so it was. I’m curious how Maya handled all those polys on Pumpkinhead. I don’t believe I’ve tried anything that dense before outside of ZBrush. :smiley:


#235

Hi Kris, amazing works as always. There is no doubt you won’t win this contest. I’ve been following your thread for quite a while now, and your skin wrinkle detail and conceptualized patterns never cease to impress me. Do you have any advice on sculpting wrinkles, any specified brush settings or whatnot?

Thanks for posting your methods, your works do not only serve to inspire but to educate as well.


#236

Ok Ill post the results tonight.
-R


#237

Kris, I have a little question, you work with realworld scale, am I right?
So the head is about 25 cm, more or less, high?

Regards,
-Josef


#238

iatriki,
ha! No worries. I’m still working with tools from the Ice Age (the actual Ice Age, not the movie) :slight_smile:

WyattHarris,
if you have 4GB+ (8GB+ is ideal) and Maya 2008, give it a try! Import a 3 million polys model and try to render it. Works great :slight_smile:

Jinian,
thanks a lot! About the wrinkles, I work on the bigger volumes first. I define the bigger folds using the standard brush + Lazymouse + Alpha #49. This alpha works great since it carves the surface deep in the very middle and gradually presses the surface around. I keep working with this settings in all large to medium wrinkles. After, to detail the very fine skin details, I turn off the lazymouse, turn on the spray mode and switch to some of the alphas at the very last line. There’s one that has those irregular vertical lines. It works great with the spray, producing very cool skin patterns. At the very end, I switch to the inflate brush, set the size of the brush to the maximum size ZBrush can handle and intensity set to 2. Then I brush all the areas that I want more organic, like the areas around of the eyes and mouth etc. You will notice a very subtle change but very effective to add more realism and organic feel to the wrinkles.
I hope this helps.

RobertoOrtiz,
thanks Roberto.

Flying-Hawk,
well, at work I HAVE to pay attention to this detail otherwise the others down the pipeline will kill me :slight_smile:
But at home and working for this challenge almost like for a speed modeling session, I didn’t care much about the scale and that’s wrong, since the fastSSS settings are directly affected by the scale of the object in the scene. I should pay more attention to that but at that point I just wanted to finish my models :slight_smile:

Cheers,
-Kris

ps.: here’s a little tip if you’re trying to import a multi-million (not more than 3.5 to 4 million) poly model in Maya and it’s crashing. Instead of using the regular “import”, open windows explorer in another window and drag and drop the file into Maya’s viewport. It should work.


#239

Hehe, Kirs, okay thank´s for your answer! :slight_smile:

Regards,
-Josef


#240

Congrats!


Well done!

-R