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Topic : "3d model, and skin shader test" |
Briareos member
Member # Joined: 24 May 2001 Posts: 392 Location: CA
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Posted: Sat Oct 27, 2001 4:03 pm |
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ite, I havent done 3d in a long time, this is my re-entry project.. So dont be too harsh. heh. Also a test for skin, any good? Whats the best way to create a good skin texture?
![](http://www.anime-anonymous.com/sijun/brazil_skin.jpg) |
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J Bradford member
Member # Joined: 13 Nov 2000 Posts: 1048 Location: Austin, TX
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Posted: Sat Oct 27, 2001 5:19 pm |
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Nice model, I noticed you're using Brazil's GI. It really helps. Not much I can give you here, the skin shader looks good, you might want to apply it and see how it looks. Finish the rest of the model, of course ![](images/smiles/icon_smile.gif) |
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J Bradford member
Member # Joined: 13 Nov 2000 Posts: 1048 Location: Austin, TX
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Posted: Sat Oct 27, 2001 5:20 pm |
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Oh and what modeling method did you use on that model? Nurms? Let me know. |
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Briareos member
Member # Joined: 24 May 2001 Posts: 392 Location: CA
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Posted: Sat Oct 27, 2001 5:53 pm |
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Yah I used Brazil cuz I cant resist it.. heh.
Although Brazil tweaks your specular and saturation, so you gotta tweak it alot
Modeling involves patch modeling, subdivision (nurm), and some basic lathe shapes, and such. its really a mix. Most of the large organic shapes were box modeled. Like I said, im rusty, it could be better... o well. ![](images/smiles/icon_rolleyes.gif) |
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Briareos member
Member # Joined: 24 May 2001 Posts: 392 Location: CA
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Posted: Sat Oct 27, 2001 5:54 pm |
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Oh, and Im doing the head and hands seperate... they are going to be a bitch, I just know it ![](images/smiles/icon_sad.gif) |
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Steven Stahlberg member
Member # Joined: 27 Oct 2000 Posts: 711 Location: Kuala Lumpur, Malaysia
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Posted: Sun Oct 28, 2001 10:02 am |
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Here's an overpaint and comparison, done in PS - I've struggled for years with this, the single most frustrating thing in cg I think.
The changes: the lit area flatter and cooler, terminator narrower and warmer (a bit exaggerated for effect), and added some white specks which makes it look a little more translucent.
![](http://www.optidigit.com/stevens/skin.jpg) |
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Shiro_tengu member
Member # Joined: 02 Aug 2001 Posts: 430 Location: W. Australia
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Posted: Sun Oct 28, 2001 5:42 pm |
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Very Nice model. How many polygons BTW? |
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Briareos member
Member # Joined: 24 May 2001 Posts: 392 Location: CA
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Posted: Sun Oct 28, 2001 9:20 pm |
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NOW DO THAT IN A 3D PACKAGE STEVE!
heh, its a little tougher, but the overpaint helps, thnx. |
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Steven Stahlberg member
Member # Joined: 27 Oct 2000 Posts: 711 Location: Kuala Lumpur, Malaysia
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Posted: Sun Oct 28, 2001 10:05 pm |
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As I mentioned, I've struggled with trying to create skin in cg for over 5 years, it has been the single most persistent and frustrating problem I've ever encountered. I came to the conclusion a few years ago that it's impossible to do properly in any off-the-shelf software, since true subsurface scattering isn't available yet (not even GI in most of them).
Henrik Wann-Jensen at Stanford has written his own experimental software that can do it, he presented some images at Siggraph this year. But it still looks more like wax than real skin since the different coloring of different layers isn't being taken into account yet. But it will, he's still working on it. |
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Steven Stahlberg member
Member # Joined: 27 Oct 2000 Posts: 711 Location: Kuala Lumpur, Malaysia
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Posted: Sun Oct 28, 2001 10:21 pm |
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Since you asked, here's a quicky I did in Maya:
![](http://www.optidigit.com/stevens/skin2.jpg) |
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Briareos member
Member # Joined: 24 May 2001 Posts: 392 Location: CA
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Posted: Mon Oct 29, 2001 12:12 am |
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Since we are on the subject, do you think a good skin can be done with a procedural shader? Do you recomend that? or perhaps a full bitmap texture?
the face of course is a different story..
any thoughts? |
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Marvel member
Member # Joined: 15 Oct 2000 Posts: 168 Location: Helsinki, Finland
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Posted: Mon Oct 29, 2001 5:51 am |
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If you ask me good textures aren't enough, you truly need sub-surface scattering in order to make the skin look real - atleast in places like the head (nose, ears) and hands (mainly fingers) - dunno if Brasil has that, would guess not.
And about stuff in Siggraph this year, PDI DreamWorks had a very nice-looking shader written for Shrek already - the stuff they showed on real-looking characters was truly a leap forward imo - first time skin looked like skin and not like rubber (as seen in Final Fantasy).
[ October 29, 2001: Message edited by: Marvel ] |
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Steven Stahlberg member
Member # Joined: 27 Oct 2000 Posts: 711 Location: Kuala Lumpur, Malaysia
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Posted: Mon Oct 29, 2001 8:47 am |
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Well I usually feel that photographic textures are the way to go, if they're technically ok (hi-res enough, etc). (This goes for anything in cg with more texture than a newly painted car, or clean glass...)
A procedural would have to be so very complex and subtle and varying, to a point where creating it would just take more time and effort (and slower rendering) than using a photo.
[ October 29, 2001: Message edited by: Steven Stahlberg ] |
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