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The final skin shader is made up of 6 different channels: Color, Diffusion, Luminance, Bump, Displacement, Specular and Specular Color.
I quickly modeled a simple shirt, took it into ZBrush, divided it a couple of times and sculpted some cloth wrinkles with the Inflate brush. I also modeled the arms and shoulders and composed everything together in Cinema. There was no need to use displacements on the shirt; I simply exported the high-resolution mesh from ZBrush. I have a lot of memory, so I don’t have to worry that my computer might crash. There is almost no difference in render times between the low- and high-resolution shirt.
The texture for the shirt has been created by playing around with some filters and by using the “dodge” and “burn” tools.
Lighting For this image I couldn’t use the Global Illumination system because Vreel Skin doesn’t work with GI, so I had to use standard Cinema lights. I created a 3-point-lighting with: 1) Main Spot @ 115 % 2) Fill Area @ 95 % 3) Rim Spot @ 190 %I also include an area light 4) with very low intensity, placed below the model to simulate bouncing light from the bottom. All lights use soft shadows and “Falloff” is set to “Inverse Square”.
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Copyright © 2005-2007. All Rights Reserved | |||||||||||||||||||||||
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