Now apply another high pass to this but this time set it to around 0.6 until you get something similar to the image below Next duplicate this layer and adjust the levels to create something similar to the image below Simply load the albedo map into Photoshop, desaturate it and use the high pass filter with a setting of around 9.0 I'm not suggesting that this is the correct way to make a spec map, its not, it's totally wrong but if you need to render something out that look good in a very short space of time this works wonders. ![]() Volumetric Scattering on the left and off on the right For the subsurface scattering Im using the new volumetric scattering setting set to 1.2 Here's a screen shot of the shading setup, its the same for both characters. The shading is what really sells the characters, for this scene Im using a very simple setup using only the supplied Albedo and a custom spec maps generated from the albedo, I'll talk about how I created the spec map a bit later. I simply loaded the two reference scans into the scene and positioned them as shown below. Setting up the scene in Marmoset is a very straightforward affair. The image below shows the two models I've selected, specifically Male 01 Anatomy Reference Pose 07 and Male 05 Anatomy Reference Pose 04 Reference poses are basically RAW scan data that we have retopologised and UV mapped using Zbrush, as such they don't have all the nice pore level details of the much higher resolution fully retopologised A pose models but there's still a lot we can do with them! I'm not going to modify the geometry of the scans at all other than to add some very quick and dirty eye lens models. ![]() Here are a few renders that I created using the techniques described belowįor this break down I'm going to use the second image as an example. ![]() Whilst these are relatively low resolution models intended primarily for anatomy reference there is still a lot of detail that can be extracted using Photoshop processing techniques on the textures and combined with some creative lighting and post effects you can create some convincing renders. The scans in question are from our Male 01 and Male 05 collections. In this short article I want to show you how I quickly hacked together these scenes using a selection of anatomy reference scans from our library.
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