I'm playing with blending two different grayscale maps for the head texture-ears specifically to try and control the scatter on the ears. Thanks! I recall being inspired by your displacement maps for V4 a few years back! Here I am trying to get a more natural translucent scatter for the ears. Both are very knowledgeable about ZBrush and morphing figures. Another suggestion might be Blackhearted. One I know who has helped me with questions like this personally. Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.Īfrodite-Ohki posted at 1:01PM Wed, 28 August 2019 - #4360649 Poser Pro 11 and Poser 12, Windows 10, Superfly junkie. Letterworks? Why that user specifically, if I may ask? Contact user Letterworks and see if he can offer any suggestions, perhaps? I don't use ZBrush, so I can't help here (just outside my budget for now). I wonder if this is an issue with GoZ, LaFemme or both. This happened with Anuli's morph too, I had to go and smooth them and it was an annoyance to do so while avoiding to mess with the shape of her lips (and also because it's hard to reach their correct position from inside the mouth, and also also because it's hard to select those single vertices away from everything else). Thank you! I'm now having problems with her morph - I opened her jaw and some vertices from inside her mouth flew everywhere. Glitterati3D posted at 11:56AM Wed, 28 August 2019 - #4360629Īfrodite-Ohki, she is looking wonderful! Great stuff. This has been a cool little re-education for me. Now that I'm happy with the roughness and general subsurface look I'm going to go back in and alter his skin color so it has more variation, some blemishes with color, color up his veins and maybe add some eyebrows that make sense, lol. To answer your other question, yes the skin is entirely hand sculpted using brushes in Zbrush. I find it interesting I have to pump the roughness map so much in Poser compared to a real time engine like Toolbag. Not really caring about his skin color too much in Poser right now, just trying to get his roughness and sub surface right. I'm also working with a yellow tinted light in Poser so that will kick things more yellow regardless. I'm texturing him in substance painter so I can work on each aspect of his texture separately without involving other textures (I just turn his base color off entirely when mucking around with roughness). Now I'm going to go back in and refine his actual color and maybe give him a beard. I found a roughness level I can live with. Caisson, I'm still fiddling with his skin in general. Caisson is correct, about how roughness works. Hi Caisson (and thanks for the kind words). The skin detail is excellent - is that hand sculpted (I did read your sculpting thread in the Zbrush forum!)? When I try to set up Roughness I make the diffuse black I also make the environment black to avoid bounced light and then use a single infinite light at 100% so that I know I'm only getting direct reflection (I think bagginsbill does something very similar and had a demo a while back). Some surface blemishes or beard follicles too? Roughness - some areas look great to me like round the eyes, top of nose, lips but it seems too much at the base of the nose and chin. The appearance of the reflected light is then controlled by Roughness - lighter values are rougher and the highlights are more diffuse as you've seen, darker values give tighter and sharper Teyon - I would say (being picky) maybe not enough colour variation, the yellow tones are a bit overpowering. With a PBR texture-based setup it should be left at the default. The Specular plug on the Physical Surface root should be called Base Reflectance (or Direct Reflection, or F0). SF only does raytraced reflections, but these make FF crawl so Specular is fake reflection in FF. Eric - in Superfly there is no Specular - not in the way there is in Firefly anyway.
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