Ive been working on the antropus’s sculpture course for like 6 months when I have free time. I’m getting close to finishing. I believe I have the likeness of Winona Ryder and basically just finishing up hair, clothing and rendering. However I can not figure out how the cloth brush works. I’m using Maya for hair and final render. I did a cycles render (first image) at 50 mm to show the camera lengths are drastically different between apps.
In Maya’s arnold with hair looks far more like her. Camera is 85 mm. And procedural bump mapping is is controlled by a UDIM. I couldn’t figure this out in cycles. I like this camera angle far better, but she looks super wide in cycles. Not sure why its so different or how to match it the same. Colors look far better in Maya too. And specular has far more controls.
Whenever I try to sculpt folds with cloth brush I get all of this crazy tiny wrinkles which look nothing like cloth. I want big chunky folds that follow the shape like a normal cotton cloth would. No idea what settings to use or how do control them with the tablet movement.
Shader update. Still pretty far from my arnold shader. My next project will be primarily in blender. Mainly modelling in this one.
The bump control map seems to be ignored since I still see procedural bumps in the lips. Not sure how to fix that. The gloss node seems to give slighly better control over the specular.
Open to suggestions. Not sure what the green error around the lips are since it doesn’t look like there is intersections.
As for the cloth brush it seems like it only functions in a circular area so you can not pull out long folds. Maybe the multi res mode make it function worse?
Been trying to figure out blenders sculpting with the multi res modifier. I think this is starting to look more reasonable.Hairstyle is sort of a pineapple shape. I will probably have to draw it out in krita before I wrestle with xgen. I may be able to import the final hair into blender. Just worried what 1.5 millions hair strands will do to render times.
Next step will be to figure out how to get the cloth simulation to work for the poncho. Also the fez like thing is a scrunchy. Haven’t finalized the shape of it.