Two more images (still very preliminary… fixing the head shape, eyes, no eyelashes yet etc):
Tartan, T Woods, jit_gohil, calum5ZB, Elixir, Giantsun,
Thanks a lot.
Patton,
lol
cyberman2,
first thing you need is a good color map. Second thing is that it looks very transclucid. Try to reduce it by changing your shader settings. Other than that, take a look in some more threads here at ZBrushCentral and I’m sure you will find screen shots of the shader network and/or screen captures showing the appearance of the subdermal and epidermal maps. Good luck
jantim,
Thanks! I think that a mesh with a good edge-flow works great for animation but either way will gonna work fine for stills like this. I’m using a base mesh that can be deformed correctly if I decide to go for animation but a simpler mesh would be better to avoid pinching… but not so great for animation. There are good and bad in both approaches
kostia,
I wish I had the time to make more characters. For now, I just want to finish the ones I had started
yolao,
the setup is very simple: 1) a diagonal (top - left) directional raytraced light with a very wide ray angle and 10 samples (works like an area light but produces only a point as specular), 2) an omni back light, 3) an HDRI map with final gather. That’s it.
VeryGrimm,
yeah. The veins around the eyes produce some subtle bump. The area of the iris is completely clean but the “white” area always have some bump.
Leigh,
I miss you already Leigh! Have a great time with your family and plesae, keep in touch!
ZippZopp, metric,
you guys Rock! Thanks for your kind words. Love your work
Bonesone4,
they are layers of the skin shader. You can take a look in this skin shader network: http://www.zbrushcentral.com/zbc/showpost.php?p=284182&postcount=37
-Kris