Awesome thanksOriginally Posted by Pteropus vampyrus
Awesome thanksOriginally Posted by Pteropus vampyrus
Julien K: Yeah it's fine I usually check zbrush central so no fear cheers
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Sculpting, Character Design, Modeling
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https://dancrossland.artstation.com/
Dman 3d : short screen breakdown as promised.
Cheers
Dan
The depth cue and rim are set to screen in Photoshop or your editor of choice then you can add your colour overlays etc for your image adjustments like I did on the poster style shot. I hope this helps. Have a play with the focal curve the effects can be cool.
Cheers
Dan
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Sculpting, Character Design, Modeling
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https://dancrossland.artstation.com/
cool lighting tips. Thanks for sharing
Ah yeah, thanks a ton. Started to get straightened out on z lighting and mats finally. Makes more sense now.
Fantastic thread,brilliant model and thanks for the help!!
Excellent. I love your Nosferatu. Excellent. I love your Nosferatu. The eyes have transparency, could you put the settings file?
Thanks for sharing.
b2przemo: No problem thanks for looking.
Dman3d: Good man glad it helped, its the little things that can throw you off I found so its really good to just mess around with it glad you are getting results
saltapiedras: Cheers fella I have a little breakdown for you. I used 3 components for the model itself Iris, Cornea with corneal bulge modelled also as one mesh, and pupil set to black so no possible light bounce off the back of it, the cornea set to 100 % transparent and set to receive hdri only so no additional casting of shadow etc etc. Iris has the following detail: SSS shader, with a bump and all the maps you need the important task in getting it to look right comes from balancing up the overall and the diffuse maps and the diffuse weight at the top I played with these quite a lot to get the effect I wanted start off with very low colour in these maps and use your base colour meaning your full colour map into the epidermal slot and work your way up till you feel it looks natural. Also really important here is gamma I used a gamma correction curve also attached to all of my maps for the render which corresponded to my scene gamma on my camera lens very important for true colour match from photoshop. I hope this part will help and have fun.
Cheers again
Dan
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Sculpting, Character Design, Modeling
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https://dancrossland.artstation.com/
calum5ZB: cheers man!
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Sculpting, Character Design, Modeling
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https://dancrossland.artstation.com/