Thanks !
Uv unwrapping the twigs is challenging to say the least ! haha
I based the expression on Christopher Walkenâs face except a lot younger on my model.
refined the clothes a little, added a normal map to the skin for pores and cracks in the wood-ish areas.
Not as much as I would of liked to get done today due to so many tech issues but it is back on track
After a 11 hour blender session I now think it is time for bed.
I am new to 3D so I am a slow worker haha
A few things I can see need fixing.finishing.
the empty spaces on the gold trim need some detail. and maybe a ridge
some sort of artifice on the right shoulder resulting in a black line.
and on the ridge of the collar the patten seems to have stretched.
also note that the stitches on the green wrapping isnât great. I spent along time trying to get that to work and got pretty frustrated so I am letting that be for now.
Update so far.
Ps. anyone know if it is possible to render certain materials with different Sample values from the lamps ?
I need high samples for the clothing but only a quarter of the value for the skin. and rendering with the samples high takes a very long time for the skin and not the clothes. so it would be nice to not have to spend that time on parts that donât need it.
As you can see the fabric gets a bit noisy in the shadows. I used 5 samples per lamp for the skin and this took 2.7 hours .
I retextured, and tweaked a lot of stuff since my last render so I got set back a couple days.
But just thought I would post this for anyone is interested.
While I was adding my beard I noticed in the reflection of my monitor that your skin is almost completely covered in small light hairs that glow in any strong rim light.
Took me a few times to work out how to acheive it but attached is my result. note along the edges of the skin
I used a texture map to single out the areas i wanted (this only works for stills so far i imagine)
gave it a material with a z transparency , 0 alpha
as you can see in my pic. the way it shows on a hard material compared to SSS skin is very different.
So i just need to trim the hairs and reduce it to the very edge.
I have also fixed his beard since this render as well.
Does anyone know a better/different way to achieve this ?
I also applied the same technique to the clothing to mimic loose and torn stitches
No â itâs very cool. Just everytime I see a picture of Walken, it reminds me of the classic skit.
If you want an honest critique â I think the biggest problem with a lot of CG portraits is too strong SSS. IMO, less is better than more. Less time on SSS more time on perfecting the spec map
I need to redo the stitching on the green wrapping.
Eyebrows and lashes.
Adjust the glint beneath the right eye
Randomise the top edge of the moustache and refine the line so its not growing on the top lip .
Not sure how If I will crop it to this size in the end BUT I feel having the full torso was a little pointless and of focus ?
Thanks everyone ! really do appreciate the comments.
The render above had no specularity because i couldnât get it working before.
After a few hours of bashing my head here it is with proper specularity on the skin pores.
Now it actually looks as if his skin has a thin oily coat, Note they nose, eyelids and lips.