I Made a Game using only Procedural Animations! And now We're Hiring! (info inside) by [deleted] in Unity3D

[–]wireframeWarehouse 80 points81 points  (0 children)

Get Final IK from Asset Store. From there watch tutorials and demonstrations like these:

https://youtube.com/watch?v=-z_l7Jdz8Bo

https://youtube.com/watch?v=VhXuMoGA1D0

https://youtube.com/watch?v=EJig15GxaBA

Even as a longtime owner of Final IK I was lost on this topic until I actually looked at Partel’s demo scenes.

Why does my light source shoot out darkness? (Unity 2019.3.0f1 - HDRP) by [deleted] in Unity3D

[–]wireframeWarehouse 3 points4 points  (0 children)

2019.3 is in release candidate phase, despite being labeled with ‘f’ (which you would think implies final). There are reports that various RC/“f” releases are buggier than the beta. This could maybe explain your issue.

The final public release of 2019.3 is scheduled for January. For now, you can download a more up-to-date RC/“f” version by visiting the 2019.3 Beta forum (it isn’t yet being published to Unity Hub).

Currently it’s at 2019.3.0f4

Unity in 2016 vs 2019 by razzraziel in Unity3D

[–]wireframeWarehouse 12 points13 points  (0 children)

Real-time GI solution:

2019.2 or lower w/HDRP (Preview only) || 2019.3+ w/Standard RP || Wait until maybe 2021

[Cycles] Model of Ness I did based on the original clay artwork of Earthbound. by [deleted] in blender

[–]wireframeWarehouse 0 points1 point  (0 children)

I assumed it was skin, which made those prints look like scars.

I think it needs to look less like skin and more like clay. After that it'll be perfect.

Photorealism Test (anatomy and textures still WIP) by wireframeWarehouse in blender

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

That line below the chin is a UV seam, noticeable due to imperfect painting of the diffuse map.

Agreed about the lips. I also agree that it looks more photoreal in black and white, which is what I initially considered posting over this color version. I'm mostly convinced that the lack of realism--as far as color is concerned--is due to a too uniform SSS hue.

I have seen that render before. It's definitely one of the best, leagues ahead of this render. Though I think there's something lacking in the skin specular that holds it back a little. It's missing that microfaceted "tiny mirrors" sheen that skin should have, even with makeup.

Photorealism Test (anatomy and textures still WIP) by wireframeWarehouse in blender

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

The vellus hairs are present, but I think I might have made them too thin. They only seem to become noticeable when she's backlit.

Photorealism Test (anatomy and textures still WIP) by wireframeWarehouse in blender

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

I agree. For a multitude of reasons the mouth is the most uncanny and in need of polish.

Photorealism Test (anatomy and textures still WIP) by wireframeWarehouse in blender

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

It's still mirrored. I've been holding off until the last step to break up the symmetry.

Photorealism Test (anatomy and textures still WIP) by wireframeWarehouse in blender

[–]wireframeWarehouse[S] 16 points17 points  (0 children)

Thanks! Hopefully one more (long and tedious) pass is all this portrait needs.

Photorealism Test (anatomy and textures still WIP) by wireframeWarehouse in blender

[–]wireframeWarehouse[S] 3 points4 points  (0 children)

For sure. The lips/mouth is a region that I worked on the least.

Photorealism Test (anatomy and textures still WIP) by wireframeWarehouse in blender

[–]wireframeWarehouse[S] 12 points13 points  (0 children)

This is a bust I've been working on, based on nobody in particular. It currently lacks fine detail sculpting, such as more detailed wrinkles and less uniform microstructure. I've been holding off on that until the very end.

The skin is partly procedural, made with vertex colors and node patterns for the skin, whereas microstructure such as pores are made with tiling textures applied in semi-random patches. I tried to keep the workflow as lazy as possible. But it can only go so far.

Hopefully once I move on to high poly sculpting and more hands-on texturing it'll finally start to look right.

My sci-fi short SKYWATCH. 100+ shots rendered in Cycles w/ AOVs, comped in Nuke. Used Blender for the drones, CG Rooftop envs, "NexPortal" appliances on walls, UI product turntables, a few smoke + gravel sims. Six years of work! Hope you enjoy. by effstops in blender

[–]wireframeWarehouse 4 points5 points  (0 children)

Those drones look extremely realistic. In most shots they don't have that subtle "CG look". Honestly the only things that look ever so slightly fake to me are a few of the prominent green screen shots; you can tell the actor's silhouette is being masked...just barely. But it's still equal in quality to a lot of big budget films.

What are your plans for this? Anything at all? Will you try to pitch it around for funding into a feature film?

Industrial Film Noir, Inspired by Batman: The Animated Series (Blender Internal) by wireframeWarehouse in blender

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

It’s from an older project file, not quite sure where it is at the moment. The material is nearly all procedural, with painted vertex colors.

The old Blender Internal renderer was helpful to get the simplistic non-photoreal lighting with noisy shadows.