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/3/ - 3DCG


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File: 99 KB, 676x636, ZBrush Document.jpg [View same] [iqdb] [saucenao] [google]
381039 No.381039 [Reply] [Original]

What am I doing with my life.

>> No.381042

>>381039
Ye gon make porn of vanelope m8?

>> No.381043

>>381042
Of course.

>> No.381059
File: 47 KB, 480x360, drcox.jpg [View same] [iqdb] [saucenao] [google]
381059

>>381043
Why you gotta do that to someone so sweet?

>> No.381061

>>381059
Why not?

OP post the loli 3d once u done.

>> No.381081
File: 843 KB, 1408x2520, vanellope.jpg [View same] [iqdb] [saucenao] [google]
381081

Vanellope?

>> No.381082
File: 80 KB, 676x636, ZBrush Document.jpg [View same] [iqdb] [saucenao] [google]
381082

>>381081
maybe.

>> No.381086

Subscribed.

When will you be done adding the penis?

>> No.381088

>>381082
But... why?

>> No.381089

>>381061
do not want, this imitation is not as pretty as the original and unfortunately misses the feel of the character and her smile

>> No.381090

>>381082
>I have no soul, please kill me!

Oh jeebuz krist

>> No.381164

>>381090
How does one add souls?

>> No.381167

upskirt plz

>> No.381168

>>381164
You have to kill someone and capture the soul in a bottle.

>> No.381180

>>381167
You disgusting fuck. Sick people like you ruin this world.

>> No.381182

>>381164
facial expressions and focused eyes adds a soul.

>> No.381187

Go to www.justiceforjanedoe.com and sign the petition
Help a rape victim get justice

>> No.381196
File: 86 KB, 676x636, ZBrush Document.jpg [View same] [iqdb] [saucenao] [google]
381196

I think I did something wrong here....

>> No.381199

>>381187
> Help a rape victim get justice
Why ? It was the victims fault for getting raped.

>> No.381201

>>381199
Ya.
We need to learn from ancient Greece.
We need to exile disgusting whores who get raped, just like Medusa.

>> No.381209

>>381196
being this naif while trying to be perverted

>> No.381211

>>381180
no. people like you ruin this world. people like him hurt nobody. people like you think they have the right to stop others from doing things they don't like even when they aren't harmful - that's being dangerous

>> No.381238

>>381196
less goth more gutter skank

>> No.381293

>>381196
>sarah silverman voice

>> No.381841

op release the porn already

>> No.381845

>>381196
where the pr0n at?

>> No.381992

Pls no OP

>> No.382006

Give her a penis.

>> No.382011

>>381086
>>382006
still waiting

>> No.382015

>>381196
What the fuck is with her cheeks. I think she's having a heat stroke...

Model is aight m8

>> No.382031
File: 76 KB, 312x339, color compare.png [View same] [iqdb] [saucenao] [google]
382031

>>382015
the movie's colors:
skin: #f3c9b5
cheeks: #f19e8d

this guy's:
skin: #d19891
cheeks: #b14f50

Of course lighting plays a big part, but this guy's texture is overall too dark and too saturated.

>> No.382035

>>382031
Also the cheeks are sag too low on OP's face. She looks like an old granny.

>> No.382039

>>382035
I think its more that there's a sharp transition running across the face. Van's face is very smooth and any even barely sharp corners are going to give her that granny look.

But without wire's we won't really know.

I hope OP is working on his model half as hard as we are

>> No.382549 [DELETED] 

>>382031
I actually used the colour from that image on the model.
It was

>> No.382550

>>382031
I actually used that images colour to put on the model.

>> No.382552

>>382035
I don`t think it was sag too low. The lighting does make it appear like that..

I changed it by changing the curve from the bottom.
How does it look now?

>> No.382553
File: 144 KB, 1214x712, ZBrush Document.jpg [View same] [iqdb] [saucenao] [google]
382553

>>382552
>forgot pic.

Also how do I render like?
>>381081

>> No.382555

>>382553
By not using ZBrush's basic renderer... Use mentalray or vray or anything else with good SSS support.

Also, the reason the colors aren't matching is because most of ZBrush's matcaps introduce some sort of color variance.

>> No.382560

>>38255
>SSS support.
What is that?

>> No.382561

>>382560
SSS (sub surface scattering) it simulates how light can penetrate a material and bounce around before coming out. It's 100% necessary for skin, and really almost anything. every advanced ray traceing renderer can do it. If you use maya then I could explain how to set it up with mental ray.

>> No.382572

>>382561
I heard you can get good ZBrush renders too.
Is that true?

>> No.382575

>>382572
not in comparison to something like arnold or 3delight.

>> No.382574

>>382572
I've never seen a good zBrush render. Even professional images are always aliased. In any case, if you can I don't know how.

>> No.382577

>>382553
Use Vray.

>> No.382578

>>382561
Could you explain it for me?

>> No.382579

>>382577
i thought vray was bad. was i trolled?

>> No.382584
File: 24 KB, 168x218, sssmaterials.jpg [View same] [iqdb] [saucenao] [google]
382584

>>382578
so first you need an SSS material. MR has a whole bunch that run the spectrum of faking SSS completely to doing all of the per ray calculations. Depending on your need. Even a couple meant for skin.

the "physical" material is the most true simulation and the most complicated to use. The fast_simple one is the easiest to set up and render but is the most limited.

>> No.382585
File: 25 KB, 323x480, default_miss_fast.jpg [View same] [iqdb] [saucenao] [google]
382585

>>382584
This is the miss_fast_shader with default settings
fromt top to bottom: 3 spot lights, 1 front light, and 1 back light.

notice with the 1 light examples the surfaces of the ball opposite of the light is partially light. That's the light penetrating the surface.

>> No.382586
File: 49 KB, 442x444, fastshader_settings.jpg [View same] [iqdb] [saucenao] [google]
382586

>>382585
IT's very simple to operate. Front color is the color of the light that it reflects. Back color is the color that refracts (travels through) the surface.
The diffuse is where you put your texture image. Though I'd use a layered shader for make up. The assorted weights are how much of that color is applied in the end. It's a shortcut.

In Algorithm control we have the settings for light penetration. The radius determine what color a light ray makes depending how far it's traveled through the mesh. I don't really know how it works, but the higher either value the more dominant the front or back color. More importantly is the scale conversion. That sets the over all scale. So if you model really big make this value higher if the parts you want to be translucent are shining through, and smaller if the parts you want opaque aren't.

>> No.382587
File: 81 KB, 640x480, sss_physical.png [View same] [iqdb] [saucenao] [google]
382587

>>382586
the physical shader is cool because it accepts another material as a node. So you can SSSify any material you already have. The bad news is that it's controlled by variables for the algorithm that I don't really understand.

this is a front and back light. With the SSS settings at default ( tweaked the scale factor) and a blue cone to show how light really does travel through the surface.
Good for material that goes from translucent to transparent enough to make out shapes. Like jello or slime.

But I think the best bet is to just use the skin shader. It has all the BS for skin figured out.

>> No.382588
File: 28 KB, 640x480, sss_physical.jpg [View same] [iqdb] [saucenao] [google]
382588

>>382587
weird

>> No.382589 [DELETED] 

>>382579
Vray is certainly the best render engine there is to produce high quality stills and animations as fast as you want it, sacrificing quality, of course. It needs some tweaking, but it's not hard since every parameter has a clear impact on the output. There's even an universal setup for the laziest ones, but you can always use someone else's to compare each other until you learn how it works... It's not a game engine, so don't even think about using it solely for that purpose, it'd be like giving a $2,000 dollar camera to a teenager girl.

>> No.382592

>>382579
Vray isn't bad, but it's not the godsend a lot of kids make it out to be. It's on the same level as mentalray, It's almost a clone in some ways haha.

>>382572
The good renders you see with ZBrush aren't straight out of ZBrush. What people do is they render out a bunch of different passes, like AO, SSS (which ZBrush actually can do somewhat, but you can't paint a subsurface map for it, which limits its ability), diffuse, shadow, highlights, alpha, etc... And then they mix and tweak all these layers to get a more artistically pleasant result, sometimes bordering on photoreal as far as CG renders go. (imb4 we can't even achieve 10% photoreal guy)

>>382574
Document>Double Size. Tada! Your viewport is anti-aliased due to rendering at a higher resolution, as are you renders.

>> No.382593

>>382587
Skin shading is what one would call a "phenomenon". You're dealing with different layers of of SSS that aren't solid but blended together. This is why the physical shader will never work properly for it, as it doesn't have the kind of calculations meant for handling that mixed layering. Physical is meant for for more inorganic materials or single celled organisms that have transparency but no layering, like a jellyfish.

>> No.384880

How's the SSS comin'?

>> No.384906

>>382579
vray is the greatest biased. and it's not "on the same level as mentalray" like this retard says:
>>382592. Kiddos who hate on zbrush or vray do so because they're too dumb for them.

>> No.384907

>>384906
>vray is the greatest biased. and it's not "on the same level as mentalray" like this retard says:

how is it not, tard ?

>> No.384912

>>384906
the fact that the first guy didn't even bother to check if vray is good and wrote it off because he read the opinion of some retard on 4chan who probably uses blenduur, and the reply of the second guy say a lot about the fucks on this board.

>> No.384913

>>384912
vray is croatian waste. Mr does the same thing and you dont have to pay for it and crack it. Plus, its an American product, owned by Nvidia. Best not to funnel our money to the shitty eastern bloc.

>> No.384948

>>384906
You're a dumbass. Vray and Mentalray use the same biased algorithms and the same material approaches. They are more similar than any other biased renderers. Any image you can achieve with VRay can be achieved with MR as well. They both do GI, FG, Importance Sampling and Irradiance mapping.

>> No.384949

>>382550
but you didn't think of the fact that your diffuse value is not 100%

>> No.384964

>>384948
Not the same thing. Educate you must yourself

>> No.384988

>>384964
but it is. sounds like you need to lurk more.

>> No.385559

>>381196
>I think I did something wrong here....

Yeah, you didn't kill yourself yet.

>> No.385563

>>382553

Bitch looks like Ellen Page.

>> No.385595

>>384913
>vray is croatian waste.
VRay is Bulgarian, you fuck.
>Mr does the same thing
No.
>Plus, its an american product,
Probably that's why is so shit.
>>384948
> use the same biased algorithms and the same material approaches.
Confirmed for knowing jackshit about those softwares.
> Any image you can achieve with VRay can be achieved with MR as well. They both do GI, FG, Importance Sampling and Irradiance mapping.
That's not how vray works. I'm not going to explain the DMC sampler or how much more complex and customization is when compared to mental. You people probably still use scanline anyway.

>> No.385599

>>385595
Wow so convincing

>> No.385601

Holy shit. Stop updating us on the Vanellope model. We're trying to make present opinions about renderers as facts here!

>> No.385665

>>385595
>That's not how vray works. I'm not going to explain the DMC sampler or how much more complex and customization is when compared to mental. You people probably still use scanline anyway.

See, you don't know anything about mentalray, but choose to say it's shit because you love your vray. Mentalray has the "DMC" sampler as well, but it's called Unified Sampling in MR.

Please, name some examples of customization that mentalray cannot do. You can write mentalray shaders very easily if you wanted even. It's not a super closed software that doesn't allow people to code shit for it.

>imb4 crying because MUH OPEN SOURCE

>> No.385668

>>385665
>You can write mentalray shaders very easily if you wanted even

erm...sure you could but mi shaders are by far the most difficult to write, unless what you're making is hatchling level