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By Lars Magnusson
#330018
Good point: Eyes, not real enough. Noted, and will be fixed later but not with GI :mrgreen:

If the thing you prefer in the previous render is the darker iris and "white" ? That could be accomplished with adjusting the texture, since the current one gives the Alien clear blue fresh eyes that doesn't quite fit with a wrinkly Alien :wink:
Remember that these are the exact same eyes that are in my "three eyes in simball scene". The clean texture makes it look like toy-eyes.

Even if I used the GI I think the end result would look very similar since the textures are the same, the darkness on the eye-white and iris in the previous render is just because the caustic light distribution within the external eye-volume would take much longer to clear up.

Recap of why I wont use GI for glass body:
1.
The problem is mainly time. It already takes long for SSS to clear, but the caustic GI takes longer.
(the "glass" that covers the "white" is 0,5mm thick...not sure if that affects rendertime since the other caustic tests done in this thread with only the glassvolume and a flat surface inside where rather fast?)
And if I used GI for these quick renders people might like the dark eye-result, and not give me good feedback as you just did, and then everyone would be disappointed (including me) when I finally let it render overnight and the toy-eyes clear up :mrgreen:
2.
Another thing that might cause problem with GI and caustics in this case is that the eyelids are intersecting the external eye-volume.
( ok, that's a sculpting-cheat, but it's a pain to actually sculpt the inside of the eyelids to avoid intersections. Easy to do in a CAD system with booleans , but not on a subdivision model with the current +7million polygons :roll: )
In the previous render I did postwork to reduce strange red SSS that occured at the eyelids edges... something I think occurred because of that intersection. (don't have the manual in front of me, but I think there are some recommendations on which types of intersections that are good/bad ?)
3.
You don't actually gain anything for a creature/human render. In the latest render, the eye on the left side of the image shows the "caustic" effect with darker iris on the lighted side and brighter on the opposite side because the iris goes inward instead of outward as a real eye. And it clears in minutes instead of hours.
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By Lars Magnusson
#330284
Image
Friendly Alien - WIP by LarsMagnusson, on Flickr


Some minor tweaking this evening.
Slightly darkened iris and added veins for the sclera.
Still experimenting with skinfolds and nose area. Really not happy with this nose area....will probably go back to something similar to previous render.

This time I exported a 400'000 poly model to Maxwell. Gives better result in areas where the skin have high degree of folding.

Displacement map used, but turned off subsurface scattering (that's why skin looks grey here) to increase speed.
( Wanted the render to finish quickly so I could post before going to bed )
SL11, only took 9minutes to render.
By big K
#330303
yeah, this is good !
i like it.
the only thing that comes into my mind is, that the eyes are 100% human whereas the nice fella is not.
so maybe it needs some alienating to better fit the character.
like green glowing eyes (just an example) - some coloring and maybe patterns that are not common to human eyes.
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By Lars Magnusson
#330309
Thanks! :mrgreen:
And, yes, human eyes on alien creature is conflicting but it humanizes him and helps with the appearance of "friendly".
( remember E.T ? They used the same trick :wink: )

Technically since I started with the human eyes and then sculpted a creature around it...it might have been the eyes that made me sculpt a friendly look...
Might try what you suggest for another sculpt, starting by creating an alien looking eye and see how the creature turns out. :D
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By Aniki
#331048
tom wrote:It's just a particular performance issue with sun and small/distant emitters. In your eyeballs scene, the caustics have no problem.

Image
Tom, could you please post the scenefile to this image, and specifiy SL/ rendertime ?

thank you very much.

Aniki
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By Lars Magnusson
#331241
Image
Friendly Alien - WIP by LarsMagnusson, on Flickr

It's been hectic at work with demo preparations and traveling, but finally had some time for sculpting/rendering this weekend.
Experimenting with some sort of armor and skin-structure, and the beginning of a texture....and... changed the nose area again.

First serious attempt using the hard-edge sculpting brushes in ZBrush. Not sure how the armor will look in the end...it's a type of design skill I don't have at all.
(current material is default one but with roughness 40 an default coating...might go for a more "dirty plastic with scratches" look later)

And the skin structure, I'm now using the HD sculpting (28million polys), and the skin-brush. Then generating the displacementmap for the 400k polymodel used in Maxwell.
Think I have to redo the skin structure and learn more about how to create brushes because the skin look really good in some areas but not in others...have to figure out a better way to get control of the direction of the skincells. (And have different types of structure in different areas.)

This was just a quick testrender (30min) without SSS.
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By tom
#331243
Aniki wrote:Tom, could you please post the scenefile to this image, and specifiy SL/ rendertime ?
Sorry, I didn't keep that scene. It's just a squashed glass sphere floating on the ground illuminated with a single emitter from above. Let me know if you don't have a satisfactory result by doing the same.
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By Aniki
#331262
I didnt get anything close, no caustics behind the glass.

you think that caustic case will be fixed soon ? like working faster and with suncaustics/hdri etc ?

cheers

Aniki
User avatar
By tom
#331264
Sorry, I have to quote myself.
tom wrote:It's just a particular performance issue with sun and small/distant emitters. In your eyeballs scene, the caustics have no problem.
Do you use distant or a small emitter? Maybe that's the case? Please, share your failing scene here.
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By Half Life
#331274
That head is coming along very nicely Lars -- everything looks great but the skin... for my taste it's too textural (maybe drop the displacement value slightly) and needs some color variation badly. Polypaint would go a long way here... but I'm sure you already have that planned.

Best,
Jason.
User avatar
By Lars Magnusson
#331276
Thanks!
Yes the skin kind of look like matte rubber roughed up with a steel brush now :wink:
I was a little lazy when I just used the Skin-brush... I probably have to create alphas to get it to look more realistic and varying.
(but the test showed that the displacement could handle the fine details)
And after that is done, a specularity map is needed. (And the patience to let it run for a couple of hours with SSS :wink: )

And you're correct. Polypainting is planned and is actually present here, but it's only slightly visible at the lips... needs more contrast between the colors.
(easy to get tricked by the bright skinshader in ZBrush where even weak color differences look strong, need to testrender more often to verify the colors and contrasts.)
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By Aniki
#331278
tom wrote:Sorry, I have to quote myself.
tom wrote:It's just a particular performance issue with sun and small/distant emitters. In your eyeballs scene, the caustics have no problem.
Do you use distant or a small emitter? Maybe that's the case? Please, share your failing scene here.
Well, sorry Lars, for hijacking your Thread, please forgive me.

heres an image, SL was around 31.xx..

Image

and the corresponding scene:

http://www.uglykids.org/ref/MW_Caustic.zip

would be great to have your squashed sphere scene though, just to get an idea.

thanks, and sorry again, Lars !

Aniki
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By Lars Magnusson
#331279
He,he, no problem.
Considering the slow progress of my WIP ( guessing I'll be finished around 2031 :wink: ), and that caustics interests me it's fine.

Hm, don't have Maxwell on my work laptop but it looks like your model is a highdetailed displacement mapped object, and the sharp shadows look like they are generated by a sun....the "small lightsource" problem Tom's been mentioning?
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By Aniki
#331282
tom wrote:Aniki, your scene has an emitter material but, it doesn't have any emitter geometry. I guess you're using that 1-pixel white HDR image you've sent by the scene and Lars' setup is nothing near to your example. Here, I created anohter scene for you ;)

http://www.fileden.com/files/2009/5/30/ ... _scene.mxs

scene file corrupted...

So, is this a known issue?