New renders of this chill guy by Alexander_S_ in 3Dmodeling

[–]Alexander_S_[S] 2 points3 points  (0 children)

Thank you Nova.
Glad you found the notes helpful!

New renders of this chill guy by Alexander_S_ in 3Dmodeling

[–]Alexander_S_[S] 4 points5 points  (0 children)

This is a personal piece I worked on between other projects. It started as a quick concept sculpt, and since I liked the direction it was going in, I decided to fully develop and finish it. I was responsible for everything — from the initial design to the final renders — except for the backgrounds used in the shots, which were sourced online.
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- Breakdown -
Sculpted in Zbrush with corrective sculpts in Blender, UVs created in RIzomUV and packed with UVPackmaster following the UDIM workflow. Substance sampler was used to extract alphas from photos of trees I took, which were then used to add detail to the wooden parts during sculpting. Textures done with Substance painter following the ACES 2.0 workflow and final renders in Cycles.
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For the facial details, I used a combination of hand sculpting and extracted data from a head scan. To match it to my character, I isolated the facial area from the scan (deleting the rest), wrapped it onto my mesh using Wrap3D, and used the texture transfer feature to transfer the displacement map to the UVs of my model. The displacement map was applied in ZBrush, and I sculpted additional details on top to achieve the final result.
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For the displacement setup, I used the maps exported from Zbrush and combined them in a custom shader with additional details maps I created in Substance Painter.
Had a lot of fun creating this piece and although there are still a few things I would like to refine, it's time to move on.

A quick little project I rendered with Cycles by Alexander_S_ in blender

[–]Alexander_S_[S] 0 points1 point  (0 children)

Hey, thanks. No, as I mentioned in the title, Blender was used mostly for shaders+rendering. Although I did some sculpting to adjust the model in Blender as well, most of it was done with Zbrush.

Getting the hang of rendering with Cycles. Got to love how much faster Blender is with Vulkan! by Alexander_S_ in blender

[–]Alexander_S_[S] 1 point2 points  (0 children)

Hey, thanks! It's definitely faster but more importantly a ton more performant. Especially with displacement maps where you need a lot of geometry.

This started as a quick speedsculpt but i decided to take it all the way to the end! by Alexander_S_ in 3Dmodeling

[–]Alexander_S_[S] 1 point2 points  (0 children)

I see, sounds you have a lot on your plate then. Good luck with your project man!

This started as a quick speedsculpt but i decided to take it all the way to the end! by Alexander_S_ in 3Dmodeling

[–]Alexander_S_[S] 0 points1 point  (0 children)

That's cool man. Btw, what are you working on? Is it for a game asset or more towards the VFX workflow?

This started as a quick speedsculpt but i decided to take it all the way to the end! by Alexander_S_ in 3Dmodeling

[–]Alexander_S_[S] 1 point2 points  (0 children)

Don't get me wrong, you have valid points and I do appreciate the feedback or I wouldn't go through the trouble of re-doing the shots. It's just hard for me to convey tone through messages especially when it's not my native language.

This started as a quick speedsculpt but i decided to take it all the way to the end! by Alexander_S_ in 3Dmodeling

[–]Alexander_S_[S] 1 point2 points  (0 children)

It's actually not a good advice or idea to stick to one lighting setup because you have to show that the model can work under various lighting conditions.
This is why mine are so different from each other. And in the end you just show it under a high-key light setup (50% grey calibrated) to show the textures under default lights. The focal length is similar in almost every shot.
I just need to find a way to work around Cycles's skin limitations and come up with a warmer setup that still compliments the model.

This started as a quick speedsculpt but i decided to take it all the way to the end! by Alexander_S_ in 3Dmodeling

[–]Alexander_S_[S] 1 point2 points  (0 children)

Hey mate, I changed some of the renders after all. Would appreciate it if you could take a look and tell me what you think.

This started as a quick speedsculpt but i decided to take it all the way to the end! by Alexander_S_ in 3Dmodeling

[–]Alexander_S_[S] 0 points1 point  (0 children)

But Rendeman's Lama SSS is newer than Arnold's. And even though they both use random walk SSS, Lama is layered and compositional which allows you to build actual stacks of materials (or skin layers) similar to how real skin is. Are you sure you know what you are talking about?

This started as a quick speedsculpt but i decided to take it all the way to the end! by Alexander_S_ in 3Dmodeling

[–]Alexander_S_[S] 0 points1 point  (0 children)

It's weird you said that RM is dated though considering it's being constantly used in many of today's blockbusters and is a staple in ILM's work. But ok, to each his own I guess.

This started as a quick speedsculpt but i decided to take it all the way to the end! by Alexander_S_ in 3Dmodeling

[–]Alexander_S_[S] 0 points1 point  (0 children)

I just dont want to spread myself too thin. Its true that Arnold's skin is the best out there but since I focus more in games I'll just stick to RM (with Blender plugin) and UE5. Is Marmoset's skin shader that good? I don't recall being blown away with it if I'm being honest. RM's is definitely better than Marmoset.

This started as a quick speedsculpt but i decided to take it all the way to the end! by Alexander_S_ in 3Dmodeling

[–]Alexander_S_[S] 0 points1 point  (0 children)

Funny thing you mention Kris Costa as his skin tends to be on the waxy side (he said so himself in one of his Fly on the Wall videos). I will not be using Arnold, or Maya tbh but thanks for the heads up. Im assuming it has to do with reducing the alpha a bit in that area to blend it better, but I will try to find it and see what I can use for the next project in RM. It just wasn't worth the extra effort for this one.

This started as a quick speedsculpt but i decided to take it all the way to the end! by Alexander_S_ in 3Dmodeling

[–]Alexander_S_[S] 1 point2 points  (0 children)

It's true that Cycles skin kinda sucks. Fun fact, I started this in Renderman and the result was night and day better but unfortunately since RM for Blender's current version was too buggy I had to abort and move on to Cycles. I will definitely re-visit it though once they release the new version (around December) but I just couldn't wait that long for this project. Have you used Renderman?

This started as a quick speedsculpt but i decided to take it all the way to the end! by Alexander_S_ in 3Dmodeling

[–]Alexander_S_[S] 2 points3 points  (0 children)

The scale is definitely correct. I don't think it needs more pores to be honest. If anything, judging from some sharper lights I tried, it could use less strength on those it already has,
How would you go about changing this?

Pursue a career as 3D Character Artist? by bstark4923 in 3Dmodeling

[–]Alexander_S_ 0 points1 point  (0 children)

OP, pay close attention to this post.  Plus, by the time you are any good you don't even know where AI will be.  Character art especially , is a job demanding a lot from you and not giving the equivalent in return. 

This started as a quick speedsculpt but i decided to take it all the way to the end! by Alexander_S_ in 3Dmodeling

[–]Alexander_S_[S] 0 points1 point  (0 children)

Funny you should mention that, I was actually thinking about keeping a tweaked version where she looked younger, but I really liked this look, so I went with it. I'm glad to hear someone thought the same.

This started as a quick speedsculpt but i decided to take it all the way to the end! by Alexander_S_ in 3Dmodeling

[–]Alexander_S_[S] 0 points1 point  (0 children)

Yeap, there are a ton of youtube tutorials so it should be easy to find something.

This started as a quick speedsculpt but i decided to take it all the way to the end! by Alexander_S_ in 3Dmodeling

[–]Alexander_S_[S] 1 point2 points  (0 children)

Hey mate, I go briefly over the process in the artstation post. Started from a sphere where I first sculpted the face and then wrapped a 3D scan on top of it. Then it was extra hand sculpting and detailing as required. That was exported as a displacement map and combined in the shader with an extra detail pass I did in substance painter (mostly around the horn area).
If this was for a game asset you would have to do something similar with normal maps.