Character First render with Vray - a skin test

Discussion in 'W.I.P' started by sainsy, Feb 8, 2017.

  1. Schawk
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    Schawk MC2015

    It's getting there. Maybe try adding some more colour scattering, using an existing a real map of a face overlaid would help, as the skin looks too uniform giving it a waxy feel or the lookof too much foundation. The eyes are looking good too!
    Last edited: Apr 5, 2017
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  2. sainsy
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    sainsy Member

    Thanks Schawk - I have tried to use maps in the sss1, 2, and 3 channels (ALSurface) but they don't appear to do anything, am I missing something?
    --- Double Post Merged, Apr 6, 2017, Original Post Date: Apr 5, 2017 ---
    OlympiaEye3.jpg
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  3. Vision4Next
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    Vision4Next MC2015

    Definitely getting better and better. I think what Schwak means is the fact that your skin color is very uniform. Normally you see some color variations and at least slight veins. Also some peach fuzz might help.
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  4. Schawk
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    Schawk MC2015

    Exactly right. I can't say if the Digital Emily I have worked on is right but you could compare settings. I posted the settings I used for the AlShader on my Digital Emily post.
    The only thing I changed was to directional instead of diffuse on my latest render. Also double check your scale is correct as this will make a big difference.
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  5. sainsy
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    sainsy Member

    Started from scratch with a new model - Daz>zBrush>C4D - also some minor photoshopping and some soft focus Tried to also introduce some more skin imperfections.

    Thank you for advice, feedback and tips - always appreciated

    Agata2.jpg
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  6. Vision4Next
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    Vision4Next MC2015

    I'm not sure, if you are going into the right direction. I liked the eyelids on the previous one better. I also think the overall skin on the previous one was better. It looks like you used a bit too much SSS on this one. Especially on the nose tip. Just my opinion.
  7. Rectro
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    Rectro Active Member

    @sainsy Its cool to see what your doing with DAZ3D figures. Id Take her into your sculpting app and take out the symmetry. I know it has nothing to do with the skin directly, but its the first thing I notice before looking at anything else. The rim light is too hot on the left side of her head, and not enough light on the right unless a GI look is what your after rather than high contrast. I would also take the texture map for the face into photoshop and add some additional skin pigmentation layers.

    Dan
  8. sainsy
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    sainsy Member

    Thanks Vision4Next and Dan - really appreciate it, there's only so many times you can re-render,tweak,re-render before you go mad and stop seeing - top tips.

    @Rectro
    - Regarding symmetry, do you mean expression, physical features, or something else.
    - Not sure what I was after with the lighting, I suppose a mix of sss in the ears and some shadow on the skin details.
    - The skin pigmentation you achieved with Miki - have you had any success with that and the ALShader - the only way I can get layered textures to work is layering them in the Diffuse map channel

    Brian
    --- Double Post Merged, Apr 14, 2017, Original Post Date: Apr 12, 2017 ---
    I have ditched the original model and returned to the first one. Have put some subtle extra details in - thanks all for your advise :)

    I'm gonna break from the skin now, and try and put some hair in - using Dan's tutorials (thanks) OlympiaNew4.jpg
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  9. Vision4Next
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    Vision4Next MC2015

    A vast improvement in my opinion. The skin looks quite natural and I like the blue tint beneath the eyes.
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  10. stefan
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    stefan main admin here:-)

    this looks VERY real!
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  11. Rectro
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    Rectro Active Member

    That last render is looking much better. Symmetry wise I meant to remove the make one side slightly different to the other such as eye lids slightly different shape, nose off to one side, even subtle things. The Miki I did was realy to learn all the skin systems in general rather than go for a peice of art, im working on my own sculpt right now, but its takes forever it seems. Maybe I will put Miki through ALSurface if I get time. I think what you got going is coming on realy well. My personal challenge is to get a real skin by hand painting maps, and sculpting, I know the skin methods enough now to get what im after.

    Keep going. Dan
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  12. sainsy
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    sainsy Member

    Cheers buddy :)


    Sent from my iPhone using Tapatalk
    --- Double Post Merged, Apr 19, 2017, Original Post Date: Apr 15, 2017 ---
    That's it - think I'm done on this project. Been fun

    OlympiaHair2.jpg
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  13. Vision4Next
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    Vision4Next MC2015

    Verrrrry good.
    I like the hair as well.

    You really should do a Making of :)
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  14. Geramdrir
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    Geramdrir New Member

    This is just wonderful! The second from the bottom looks extremely good and alive.

    I know it is difficult to get the G3 across as i am doing the same thing (but with not so good results). I am using vray advanced material with SSS for the skin and have found a way to get G3 over via FBX (still problems with joint rotation but found a tweak to get the High Resolution Mesh over using VAMP from C4D)
  15. sainsy
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    sainsy Member

    Hi Geramdir - Thank you. Havn't really done much since this I'm afraid. Concerning moving content between Daz and C4D, I am hopeful this company will provide something useful. http://www.3dtoall.com

    They have already done a Daz to Maya plugin that looks super cool, and they have told me that their next product release will be a Daz to C4D :) so watch this (or that) space
  16. Vision4Next
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    Vision4Next MC2015

    Oh yes, I'm waiting for this as well. I've already done a lot of investigations in that direction, but a good solution definitely needs scripts or even better plugins. Additionally we will need scripts to easily make a first adjustment of the textures to Vray shaders.
  17. Geramdrir
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    Geramdrir New Member

    Thank You for the link - this looks promising!
    When i think about all the problems i encountered in this procedure a plugin that really solves this all would be great (found a trick to get across the HighRes Mesh information that is usually lost when exporting via FBX using the VAMP function in C4D - can post the steps if there is interest as this gets rid of all the distortions caused by the low res mesh especially when using morphs)

    I see it is sold via DAZ - this is also good news as for me this seems to mean that DAZ may have reconsidered their policy (that i have never really understood) of trying to keep users within their own software (which is even free) instead of selling their content also to users of other programs just wanting to fill their scenes with easy people (as i do). Fo rthis i would even get G8 or DAZ 4.10 and pay more for a plugin like that as they want for it :rolleyes:
    (just want to add that this was the reason i chose C4D instead of max many years ago - because that plugin existed for C4D only -- and for my part i think being able to add simple people to my visualisations helped me extremely to sell the product, so for me it was a correct decision)