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Rectro

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Everything posted by Rectro

  1. Thanks. The moisture of the eye lid was done by selecting and extracting a row of polygons. I then modified them and sub divided them. I used a clear refractive material set up with refraction of 2 for reflection to bring the highlight along its edge. Dan
  2. Thanks, the SSS could be backed off slightly, but out of personal preference I wanted to keep it that way, just love that look. Thank you. Im happy with the results, its been something iv been aiming for for years, and only see such results in the usual software Maya, Max. It came to a point where neither of these apps would be affordable and knew only one other peice of software can aid me there, and C4D was the one. MODO came close, but close is what iv been contending with for years. Partly down to lack of my own skills, and partly to not having the tools that give me that edge to push things further. I can only do better from now on, so look forward to what comes next. Iv still got a way to go, but as long as I keep improving Im happy and content.
  3. Im using a 5930k @ 4.5ghz on water. When I switch to Pro renderer for CPU its not much better, but that is shown in the settings as experimental. Just to add, when I do switch to Pro Renderer in CPU only on my laptop which has a i7 5500 cpu, C4D crashes as soon as I start Pro Renderer. Dan
  4. My GPU is old now but not a slow GPU. Its gtx 780 6GB of ram, and its eats the ram on a small scene, and is much, much slower than my CPU for advanced renderer. Dan
  5. Thanks for all your comments and feedback. Im going to go back and model his clothed body, and accessories next week. Dan
  6. Have had a bit of time evaluating some stuff, early days, but so far this is what iv found. Weight painting workflow has vastly improved, in which the symmetry works very well with some additional options to change how it determines the weighting for symmetry which uses two passes. PSD morphs so far seems solid, and have got some nice shoulder deformations. Already I have some workflows for this in which gets around some gotchas. Its also possible to sculpt your deformations in Zbrush if you prefer and update the model for its PSD morphs which is nice. Pro Renderer for me is at this stage useless. Out the box I had a simple character in scene no rig, low poly, and PBR material a lights on. I started Pro Renderer and got the message after a 2 min wait that I had run out of GPU ram, iv got a GTX 780 6gb card. When I turned on CPU (5930k @ 4.5 ghz) it was way to slow, and made physical render seem much faster which is slow. Pro render dont support Hair, or SSS so thats me out. I had C4D freeze several times due to Pro render, but did get a sphere rendered which took ages. Il be glad when Vray has been updated to work with r19. The Viewport looks great, awesome for previz animations, around 2 sec per frame with Hardware Render and all Open GL features on. OpenSubdiv still not working with Uvs? Dan
  7. Rectro

    MSA

    I see, No it dont say in your profile where your from. that is a little steep. Im in the UK here , including 20% vat its £540 On Maxons site it shows $650. Dan
  8. Rectro

    MSA

    Totally get what your saying, but Im a little confused as to why your saying its $800? Your already on r18 so you get a MSA for $650 which gets you r19? Dan
  9. Rectro

    MSA

    It goes into Crossgrade after your out the loop, but its still so expensive, and I think MAXON should not put their old customers in the same line as a crossgrade from other 3rd party apps, a bit more of a discount should be applied. PS: I call it Crossgrade but actualy they call it Sidegrade. Dan
  10. Rectro

    MSA

    If you want to keep on the upgrade path you must upgrade within 3 versions. So your on R18 you must upgrade by r20 or your out the loop. Your only way to get a upgrade is to use a crossgrade which is no more of a discount that most other software users get. Its very expensive by this point. If you can get r20 then your be ok but its a very expensive way to do it as your more or less paying for the years you miss. MSA is by far the most cost effective way to keep on top of it. It would probably work out cheaper to get a loan maybe than to wait for the 3rd year and upgrade. Dan
  11. Rectro

    MSA

    I know a guy that introduced C4D to me, he is still on R10, and still uses it to this day. I still use Photoshop CS5 and it works fine. It may not have the latest tech but I dont miss what I dont know. I wont rent my software and am happy to use what ever I can afford. It wouldn't surprised me if a nice deal comes up close to r20 so maybe things will pick up for you by then. Dan
  12. Brilliant, love everything about it, very clever indeed. Dan
  13. Update: I upped the settings, and got a even cleaner render, though I need to refine the settings as 12hrs at this level is not exceptable times, where as the images above took 1hr 42min. This is a colder tone. Warmer tone. Here is some info on my Process. Modeling/hair: I use simple poly by ply modeling for precise control. I wont try to add detail to areas like nose and ears until I sub divide the mesh once which becomes my final base mesh. Hair wise it was 9 layers for best control. I use maps for density, and thickness as well as the clumping within the hair material. Watch these videos on clumping and thickness maps. Sculpting: I store the original state of the base mesh within Zbrush using a feature called store morph target. I then sub devide and sculpt base secondary level forms which does not include high skin details. I then on another layer sculpt high details. Painting: In Zbrush I project paint a photo, this will not be what I use in the render but I use it as a color pallet in which I use the colour picker to hand paint over the model. By the time Im finished there will be no photo projection left other than the odd patch here and here. The reason why I dont use photo projection for my final is because I want the skin sculpting pores to match the diffuse colour, and being that I dont use the photo projection to extract skin details from, and use XYZ textures for displacment detail I do the following. 1: Project, then finish hand painting model. 2: Use skin detail layer to mask by cavity, inverse mask and fill in with darker tone. This then makes the diffuse colour complement the real skin details. Post work: I render a number of layers keeping the 3 lights that produce specular as their own pass. This lets me control spec from each light, and paint more or less spec on these layers. . Being as the rim light highlights the hair edges, I add a colour filter to this to push a deeper colour into it.
  14. From the album: Tyrion Lannister (Game Of Thrones)

    Close up of the eyes. I use XYZ eye texture for displacement map.
  15. From the album: Tyrion Lannister (Game Of Thrones)

    Took a poly by poly method on this as I wanted to work to the specifics of the character.
  16. Rectro

    TYRION LANISTER

    From the album: Tyrion Lannister (Game Of Thrones)

    This is a Tyrion_Lanister-Fan Art from Game of Thrones. Been working on it on and off for last 2 weeks. Modeled in C4D, partly sculpted in Zbrush, Hand painted in Zbrush, Photoshop, and use XYZ textures for skin details. I will be doing some more tweaks but not much more.
  17. Thanks for your comments and info on scars, appreciate your feedback. Your line of work sounds very interesting indeed. Dan
  18. Hi Vozzz, what was it your wanting to achieve with Fur/Hair? If its to be done in C4D (studio) then it seems to be great for everything related to hair so far thats iv thrown at it. I have not found any 3rd party solution for C4D, but the hair system in C4D is the best iv used to date, very easy to use. Vray is what I use inside C4D for rendering hair, but all the styling e.c.t I do in C4D. Dan
  19. Im glad that I had taken the time to get it 95% pure render as its not that hard to make changes depending on how many layers may up the overall effect. I separated the displacement from the skin pores, this way I can go back in and remove the scar from the displacement map, or re sculpt it. Here is a PS post of trying a different more healed scar. Thanks, its so hard to get likeness my first try at it, and man the perspective from different references cause so many problems. Im learning alot from this project. Dan
  20. Thanks guys, I should have posted it earlier for some feedback as its harder to go back and change things when you know how many layers that effect one element. I will do some post work on the scars see if I can improve it, thanks for the feedback. Its ALskin, and Alhair used, just brilliant materials to use in Vray. I used XYZ textures for skin detail. Alsurface just works out the box with very little tweaking to the settings, Hard part is getting the textures good enough, and the model it self. Ahh, yes well spotted. Yea, same here, has some great one liners. I am working on his full costume so he will be a fully body render, then I can crack on with Scarlet Thanks, appreciate the feedback. Il be putting some more stuff on my site soon as well. Dan
  21. Hello Everybody Here is my fan art version of Tyrion Lannister Game Of Thrones. Iv been working on him on and off over last two weeks mainly at night. Iv done tons of iterations, and still am tweaking stuff, but need to let it go. All feedback and questions welcome. He was totally modelled in C4D including some sculpting along with Zbrush for the very higher frequency work. Minor Photoshop Post, Rendered with Vray4C4D 3.5. Images are much larger, click one each image 3 times to view full size. Time lapse Video Sessions. Modeling: Dan
  22. Dont be ashamed, be very happy and proud, as if you can look back and think how bad old work looks to your current work, your progressing, and thats a very good thing. Dan
  23. Yup, but you can push it more. I find looking up at the lips from under the chin you should see curvature of the lips with the lower lips being over hung by the upper lips. The node not only aids in adding the extra shadow at the corner of the lips, but it contributes to the 3/4 angle of the silhouette as does the Zygomatic bone for the cheek.. Good thing in Zbrush you can use the flat matt to get a quick silhouette, and use the blur to read shadows which helps a huge amount. Adding a slight M shape to the upper lips would also break the streight upper lip. If you need any examples I can post them or send you some images via PM. Dan
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