Author Topic: Dominic Qwek's Art Dump  (Read 62315 times)

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guest84672

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Re: Dominic Qwek's Art Dump
« Reply #30 on: February 21, 2013, 02:02:50 pm »
Love it! Gloss map / intensity map - please explain.

Offline DominicQwek

Re: Dominic Qwek's Art Dump
« Reply #31 on: February 21, 2013, 02:09:34 pm »
Thomas,

SSS Intensity map - A map to control how much translucency shows up in areas, instead of a flat value across the model, we would be able to paint a greyscale map to indicate which parts should have more translucency and which parts have lesser.

Glossiness Map- Greyscale map to determine how tight or broad the specular highlights are.. Evilmaul, you want to chip in? You're the surfacing guru. :P

guest84672

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Re: Dominic Qwek's Art Dump
« Reply #32 on: February 21, 2013, 02:29:59 pm »
Gloss map - isn't that the same as a specular map?

Intensity map - interesting. I can see how this can be useful for organic models. On the other hand, it would be determined by the thickness of the model in certain areas, or not?

Offline DriesV

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Re: Dominic Qwek's Art Dump
« Reply #33 on: February 21, 2013, 02:35:56 pm »
Thomas,

SSS Intensity map - A map to control how much translucency shows up in areas, instead of a flat value across the model, we would be able to paint a greyscale map to indicate which parts should have more translucency and which parts have lesser.

Glossiness Map- Greyscale map to determine how tight or broad the specular highlights are.. Evilmaul, you want to chip in? You're the surfacing guru. :P

By glossiness map, do you mean a map to control roughness? E.g. Fully white having roughness 0 and fully black having roughness 1. Or maybe the other way around? :)
I can see a lot of potential for worn materials as well...

The concept of 'translucency intensity' map seems interesting.
I can see it makes sense for organic models. Organisms are typically composed of multiple biological 'materials' that have different physical properties (reflection, refraction, IOR, translucency...).
I take that in zbrush you typically model your creatures as 'single parts' and not as 'assemblies' (sorry, I'm a CAD guy ;)).

Dries
« Last Edit: February 21, 2013, 02:45:58 pm by DriesV »

Offline DominicQwek

Re: Dominic Qwek's Art Dump
« Reply #34 on: February 21, 2013, 02:41:04 pm »
hmm the spec map controls how intense/strong the highlights are and the gloss map should control how broad or tight the highlights are. That way you could do things like fake sweat or wet areas and it does not have to be modeled in, you would set the sweaty areas to a higher gloss and be able to control the spec intensity apart from the dry areas of the face with the spec map. Not sure if this relates to how KS renders but its the same for most 3d packages, thats how it is as far as I know. I could be wrong

for sss intensity map, the problem is sometimes you get sss in areas you dont. Sometimes I notice I get the right amount of SSS on the ears but realised it could be slightly lesser on the rest of the head, having that sss intensity map just gives artist more control. This is also available in most 3d packages.

Thanks again, Thomas.

Offline evilmaul

Re: Dominic Qwek's Art Dump
« Reply #35 on: February 21, 2013, 04:36:28 pm »
cool!

well I honestly, at least for the things that i do, dont feel the need of having a SSS texturable channel as it would go against the philosophy of the package of being phisically correct. All the shaders out there are just hacks and in all the honestly they more or less and despite how many channels you texture, look like silicon more than skin. Henrik shader to me is the best translucency shader now commercially available.
As for the glosiness yeah that could be mappable too for the kind of effects that you highlighted...in this case it would be the roughness channel being mapped I believe.
Anyway regardless of all of this...great job on the shark guy :)

Offline Skint

Re: Dominic Qwek's Art Dump
« Reply #36 on: February 22, 2013, 03:14:54 am »
Fantastic work Dominic !

Offline PhilippeV8

Re: Dominic Qwek's Art Dump
« Reply #37 on: February 22, 2013, 11:27:56 am »
Shark-man has awesome texturing !  Very convincing !  I haven't seen one in real ( a regular shark I mean ) .. but I DO have Full HD tv and animal planet :D

Offline DominicQwek

Re: Dominic Qwek's Art Dump
« Reply #38 on: February 22, 2013, 11:42:12 am »
For concept work, I find myself having to render two different SSS shots and masking between the two. That said, I agree with you about how Keyshot is a physically correct render and its philosophy to have real world shaders. It's just one of those good to have options available. I do think its one of the best SSS shaders around too and super easy to use which is a huge plus and time saver.

cool!

well I honestly, at least for the things that i do, dont feel the need of having a SSS texturable channel as it would go against the philosophy of the package of being phisically correct. All the shaders out there are just hacks and in all the honestly they more or less and despite how many channels you texture, look like silicon more than skin. Henrik shader to me is the best translucency shader now commercially available.
As for the glosiness yeah that could be mappable too for the kind of effects that you highlighted...in this case it would be the roughness channel being mapped I believe.
Anyway regardless of all of this...great job on the shark guy :)

Offline RenaudGaland

Re: Dominic Qwek's Art Dump
« Reply #39 on: February 25, 2013, 06:23:10 pm »
So good Dom! Keep rocking these.

Offline DominicQwek

Re: Dominic Qwek's Art Dump
« Reply #40 on: February 28, 2013, 10:12:20 am »
Thanks Renaud, good to see you here. :)

Here's another alien creature rendered in Keyshot 4.


guest84672

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Re: Dominic Qwek's Art Dump
« Reply #41 on: February 28, 2013, 12:29:42 pm »
I think I saw it move ... ;-) Very well done!

Offline snooky_rock

Re: Dominic Qwek's Art Dump
« Reply #42 on: March 01, 2013, 08:48:25 pm »
freaking Awesome

Offline DominicQwek

Re: Dominic Qwek's Art Dump
« Reply #43 on: March 05, 2013, 12:32:02 am »
Jedi or Sith?

Rendered in Keyshot 4. :)

« Last Edit: March 05, 2013, 01:14:55 am by DominicQwek »

Offline Skint

Re: Dominic Qwek's Art Dump
« Reply #44 on: March 05, 2013, 01:14:16 am »
Brilliant.  Makes me want to have a go at real sculpting with super sculpey clays....

... How does this dude eat lol  ;D