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Cinema 4D F.A.Q (Last Updated: 2023 Sep 06 11:59 am)
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Looking good Patrick. Love your work so you better get this done... and before Christmas please!
Mak
Removing the shadows and specular from the textures is really an art in itself! And so time-consuming. Here are some previous tries, they all failed miserable. It is so much easier with dark skin colors.
Patrick
www.patrickeischen.com
"Someday, you'll be
cool!"
Very well done and considered. Having proper frontal and side shots is critical when using a reference. And then modeling with loops is perfect. UV mapping and creating textures based off of the mapping - what fun! ;)
Can't wait to see the finished product!
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
Topology looks pretty good to me, I'm curious to see a higher rez image of the control cage (working on learning character topology myself right now).
Patrick
www.patrickeischen.com
"Someday, you'll be
cool!"
Patrick
www.patrickeischen.com
"Someday, you'll be
cool!"
/Anders
Gallery | Store | dogday-design.se
Yes, I noticed this too yesterday when I uploaded the images. It seams that ZBrush inserted a few additional edges here and there. The area around the ears is a bit of a mess too, but that is my fault this time :)
Patrick
www.patrickeischen.com
"Someday, you'll be
cool!"
I see a few triangles also, those are OK? Don't know if you are working with the "all quads" constraint. Edge looping looks great to me. The structure of the ears is really nice also.
Lol, ears are like hands. I made them one time and I now patch them into every model. That's why there are so many triangles around the ears. I would love to say that the head is modeled with quads only, but that's not the case. Triangles are not a problem if you know where to put them (the ear is a very good place to 'hide' them). N-Gons on the other hand are a problem, at least for ZBrush.
Patrick
www.patrickeischen.com
"Someday, you'll be
cool!"
For now I only worked on the mouth and chin part of the model.
Patrick
www.patrickeischen.com
"Someday, you'll be
cool!"
I modeled a t-shirt and textured it. Maybe the head/shirt proportions are off or maybe it is a ZBrush thing. I still have to check it in Cinema. Now I need to model a quick piece of an arm, not doing a lower body...
Patrick
www.patrickeischen.com
"Someday, you'll be
cool!"
The head does look a bit large for the torso and shoulders, yeah. Very nice T-shirt model though!
Quote - Nice modelling. Apropriate sized triangles cause no more problems than inappropriate sized quad polygons so I've never understood the preoccupation with all quad polgon meshes. All quads end up as triangles in the render engine!
I guess it would have been to easy if we could model everything in triangles and besides, where would be the fun :)
HyperNurbs although works best with quads and I think ZBrush uses the same algorithm when subdividing a mesh.
Patrick
www.patrickeischen.com
"Someday, you'll be
cool!"
I'm working on a head model myself, and I screwed up the topology at the corner of the jaw - it was a little too far forward of the ear and I needed to move it 1 loop towards the back - and you know, that was really damn hard to fix! I had to beat on it for several hours before I figured it out. I expected this to be hard, but this is harder than I dreamed! Keep at it Patrick :)
www.patrickeischen.com
"Someday, you'll be
cool!"
Patrick
www.patrickeischen.com
"Someday, you'll be
cool!"
It does look pretty strongly red to me, and also there seems to be some strange stuff going on around the side and base of the nose and nostril opening. There's a heavy dark spot on the front side of the ear as well. Looks great overall though.
pjz99: Ears and nostrils are tricky parts to uvmap and to texture. I still have to fix these issues.
Becco: Yes, the shoulder area is heavily stretched to keep the uvmap rectangular. But that's no problem, as it will be covered with the shirt.
There is a nice skin thread going on at cgTalk about how difficult it is to render good skin in Cinema (Title: "Skin, I wanna see some skin") Someone posted a solution which uses Sketch&Toon to get that red terminator in human skin. I might try this approach, but right now, all these "renders" are comming from zBrush.
Patrick
www.patrickeischen.com
"Someday, you'll be
cool!"
Some time ago Gongyla started a 'Cinema Skin' thread right here at Renderosity that may be worth a read (perhaps the CGForum crowd should read this!) http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2654918&page=1
I have to admit. I'm no fan of the Cinema build-in SSS shader. It it too difficult to set it up and to balance the parameters. A slight change of the size of the model and you have to restart (this is also the case in other application, but they have a scale factor and more intuitive parameters). From my experience it is impossible to get good, realistic looking skin with Cinema SSS.
It is ironic but Blender has a far more powerful SSS solution than Cinema. http://www.blender.org/development/release-logs/blender-244/subsurface-scattering/
Patrick
www.patrickeischen.com
"Someday, you'll be
cool!"
Use Shrink Wrapping in Interactive mapping for Neck and shoulder area, then just bang Relax "Pin to neighbors" once and that should give you nice UVs :)
Seam in between neck and head should not be a prob. to hide with projection mapping :)
Tihomir
Open your mind and share the knowledge!
Patrick
www.patrickeischen.com
"Someday, you'll be
cool!"
It looks very, very good!
Are you planning to keep the details as geometry or will you use displacement/bump mapping?
/Anders
Gallery | Store | dogday-design.se
Quote - Are you planning to keep the details as geometry or will you use displacement/bump mapping?
The head and shirt have each about 3.2 million polygones. I think I will export displacement map for the overall shape but use a bump map for the pores and skin detail.
Patrick
www.patrickeischen.com
"Someday, you'll be
cool!"
Quote - I haven't used ZBrush 3.1 properly but does it export normal maps
Yes, with ZMapper. A tool I haven't used yet.
Patrick
www.patrickeischen.com
"Someday, you'll be
cool!"
You may already be aware of this, but neither bump mapping nor normal mapping will alter the profile of the geometry at all when rendering, both of them are strictly a shading effect. If you have sufficient detail that you need something like a mole or wart that you want to be visible in profile, e.g. when it's right on the horizon of the model, then desplacemant mapping is the way to go since it will actually create geometry - this comes into play when you need accurate shadows also, although I don't expect that matters for your project here.
pjz99: I meant normal maps for the fine detail. Much better than bump maps at render time and very much more system friendly than using displacement for everything. As you say displacement for profile changes and normal maps for fine stuff such as skin pores. Such fine detail is not suitable for sub polygon displacement unless the mesh has been designed for it ie: uniform sized polygons.
Displacement mapping doesn't have anything to do with the size or shape of the polygons in my experience, it really only depends on the accuracy of the UVmap. If the UVmap is accurate, then the displacement map will be accurate. I'm not really trying to sell the concept here, although imo it can add a very nice subtle element of realism for character portraits, breaking up the edges of a model and keeping the horizons from being infinitely smooth and perfect.
pjz99: I agree displacement maps work good on figures for the detail that is altering geometry such as viens, skin wrinkles etc.
Displacement for fine detail such as skin pores has everything to do with polygons. The best sub polygon displacement is achieved with polygons of the same size (or at least roughly the same size). This is where bump/ normal maps come into play - great results for fine detail with the least impact on system resources.
Unless Cinema's sub polygon displacement has improved since my 9.6 version, the level of subdivision required for creating skin pores would result in petz_es' fine model generating 'out of memory' errors.
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I'm waiting for your moral backup
Patrick
www.patrickeischen.com
"Someday, you'll be cool!"