Hey guys,
i’ve finished my self portrait i was working on from time to time.
I tried to give it a bit old painting look. Everything made in Blender and the wood texture is from texturehaven.
It’s PERFECT !!! I hope I’ll be able to do my self portrait like that.
Wow. This is amazing! But one of your hairs in your beard is out of place. I call FAKE! HA! Kidding of course.
That’s stunnazing !
The hand is giving the CG away though. If it could somehow be hidden (or be worked on) you would have a near hyperrealistic image
Great piece !
Some improvement on the hand and the t-shirt could take it over the top.
Can’t comment on the hair though, we need a professional barber’s opinion on this
Can’t wait for more…
Keep blending
Jarek D(DJ)
damn man this is crazy
Thank you guys,
Yea that lower part of the image bothers me too. I think i have to practice clothing more and then come back and rework it along with the hand. I hope i’m not alone when looking at a picture it looks cg but you cant figure out what exactly makes it cg
When it comes to human poses it’s most often due to these software limitations:
- surface detail on the skin : the real skin’s appearance is affected by details down to the near microscopic scale. Areas of tension introduce anisotropy and roughness variations in the reflections which are visible up to the macro scale. Tools for simulating such tensions have yet to be implemented in any 3D graphics program (to my knowledge).
- sub-skin layers : epidermal and subdermal layers, fat, muscles, blood vessels and bones have varying thickness and proximity to the surface (not to mention organs and other anatomic features). These greatly affect the appearance of the skin. It can be partly simulated with various SSS layers but even so it may not be as convincing as a full anatomical simulation.
- flesh deformation : this one is always the most visible giveaway of CGI. Animation programs let you articulate a character but they don’t simulate the effects of contacts, compression and stretch. Elastic implicit skinning partly addresses this issue and we have hope to see it someday implemented in Blender but the only programs I know that perform simulations based on real anatomical layers are exclusively in-house (e.g. Tissue from WETA). That said, shape keys with the sculpt mode are broadly used as the “manual” way to solve that. It works quite well and for a still image, it’s much less of a headache.
So to get back on your comment, you can know and see what makes a character look CG and it can be solved (if you have access to the tools and if you actually want realism at the first place). Look at Gollum in the Hobbit, the only thing that makes it look CG is the fact that it’s a fantasy creature that doesn’t exist in the real world.
At a first look I got confused, I’ve though the first image was a reference until I realize it was the render.
Really really great job.
Just take a look at the hands, they look very fake on the nails, also add hair shadowing in the skin texture.
Thought it was a photo at first, but then …
Anyway, impressive work !
Should check the hands, and the finger nails look a little too flat though…
But other than that, it’s almost perfect !
Wow, that looks amazing
Amazing for this character !
nice job. Interested as to how you got some kinda caustics from glasses? Is that just a lighting trick? Cycles caustics aren’t usually very realistic.
Hahaha… at a first glance I thought it is a photo. And I was like what is photo doing here?
You Sir, are very good!
Amazing, I was convinced this was a photo!
This is amazing! Bravo, great work!
Make the same thing with a beautiful girl model and put it on instagram. Literally, no one can that “say this account is fake.”
Excellent work!
Yeah I thought it was a photo at first too then keyed out and cg background put in. And then come compositing and color grading. I was like big deal… Then as I scrolled down and hit the clay render I about tossed my laptop across the room in disgust as I only hope that one day I could do something as realistic as this. Great job!
Hey, actually there are no caustics. I just turn the shadow in the cycles options for the glass off. Refractive and Reflective caustics are off too.
If you have something around the glass that makes shadow it will mostly look fine