Hehe Thanx and -- Great Advice .. I have a floor plane already ( but its grey lambert.. ill switch it too white and see what happens) and I'm using FG with an HDRI. I can get a nice reflection on the eye.. I just toned it down.. Next one I do I'll add more of the HDRI reflect on it and adjust the gain.Originally posted by Pyrus
Yeaaaah mFreak it's going real looking with the fur. Though you choosed smthg pretty hard to reproduce , fur-speaking too, as this one is fading size & density according to head zone.
(About the displace, I would have kept it and modeled a lot of half LP spheres at each bulb almost to generate "displaced fur". Well, only some point of view.)
About the light , I just got one advise which could raise fidelity towards original model.
>> As you're using GI/FG, I would recommend dropping some simple plane, textured plain & pure white lambert. This for the floor, which is the one lighting your model from the bottom AND being the one bringing this little white reflection on the eye (I don't know what you used as HDRI -real 96 bits map- or did you set color gain lower? << wondering cause the eye reflection seems very weak). Then simply set it invisible in his mental ray overrides but keep it for GI and reflections.
Apart from that light concern, I simply got nothing more to say dude. It's freakily good to me :attn:
Yea.. I agree with you guys even though I'm happy with some of the results I'm getting. I did model spheres and then deformed/scaled them with fur in maya and thats whats used in this last one to help with the fur bumping and irregularity. I will add back a displacement and then maybe adust them and see what happens.. I notice in the original picture the giraffe has some bumps that stick out and are smooth, so I'll try and capture that effect as well.Originally posted by jhubbard
when i say less fur i mean what mc-fluery said earlier