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Old 09-11-2010, 11:29 PM   #166
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there seems to now be vertical creases on his neck around where his throat is
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Old 10-11-2010, 09:32 PM   #167
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Hi Chirone

Yeah I noticed, I think it is a texture artifact or maybe a hard edge or something..
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Old 13-11-2010, 12:03 AM   #168
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Angry ARGGGH ZBRUSH DISPLACEMENT

Have been trying to set up a displacement shader in renderman, but somehow I can't seem to get a decent displacement map out of ZBrush.

As you see in the image below on the top left is the displacement map i got out of Zbrush and did a testrender with the topright image as a result, now I know ( or think I do), that Maya calculates from neutral grey ( which is 128 in r,g and b)so I scaled down to 16 bit tiff and did some grading on the image which resulted in the below two pictures, as you can see that testrender looks a lot better than his predesessor , but stil not nearly good enough.

I use Zbrush4 which has the multimap exporter instead of the old way ( with the code) and I can't seem to get a decent displacement out of it, I really don't like ( bliep) -ing around in PS or NUKE or whatever to get the grading correct I just want to generate it straight out of ZBrush so if someone here could help, then that would be great
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Old 13-11-2010, 05:52 PM   #169
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After an internet search I found out that I shouldn't have listened to the ZBrush recommendations ( I pressed get scale and set the Mid value back to 0....)
Once I figured that one out it was pretty much over and done with and the render did the rest.
I did find it strange that since I generated a 32 bit displacement map the values for alpha gain and offset didn't work anymore at 2.2 and -1.1 , I even went below 1 for the gain ( ???), ah well whatever works right?.

I also have been fiddling with SSS in Renderman, it's just a blinn with SSS properties( is something you can do with renderman) and I only chucked the colormap in the diffuse and tweaked the settings of the SSS by color( have no idea what the values do since if I turn all of them off except one, the SSS doesn't work anymore...grrr...).

I have put the settings in the image as well

C&C en tips are most welcome
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Old 06-02-2011, 07:49 PM   #170
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Have been messin' around with dr jones, here's a link to an animated GIF:
http://www.eyellem.nl/DR_JONES.gif

C & C most welcome
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Old 07-02-2011, 12:23 AM   #171
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Just a question..is his skin meant to be that shiny? near the collar bone?
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Old 07-02-2011, 05:58 PM   #172
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Hi Bullet,

I think it's because of the high intensity backlight, if you look at the GIF sequence you"ll see it's only in the middle frame, I haven't tweaked the shader very much however, so it could be that reflectivity or specularity is still fairly high
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Old 16-02-2011, 11:39 PM   #173
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Have been fiddling with dr jones again.....C&C most welcome
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Old 21-02-2011, 12:17 AM   #174
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Latest tweak...




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Old 21-02-2011, 12:38 AM   #175
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please mastone, will you finish this model off and go onto some thing else........dave
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Old 21-02-2011, 08:50 AM   #176
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Originally Posted by daverave View Post
please mastone, will you finish this model off and go onto some thing else........dave
Hahaha I will, but I use this as a study object and I tend to be a little perfectionistic, so I am sorry I am dragging you through torment....sorry
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Old 21-02-2011, 11:30 AM   #177
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I say well done for sticking to it - I have so many unfinished projects now that I might go a have another go at - when I do I get results like my grimlock image - which I was very happy about.

It has the look of indy but maybe a little cartoon-e-ness at the same time. Not quite photoreal but def looking like him
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