Chaos Corona Forum
General Category => Gallery => Work in Progress/Tests => Topic started by: TheDavid on 2016-11-08, 10:16:58
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Hello everybody,
I again have found some time to play around. Few weeks ago I discovered in archive this old batman bust which I modeled already 5 years ago. In similar fashion I rendered this model back in a day and now I decided to to re-render him in Corona.
Model was created from a ball in Zbrush looking at the reference and taking shapes from my sketches. There are three object elements - cape, cloak and the mouth. I will go more stylistic way as the images below show. Under as you can see I tried couple of HDRs to see what works the best. Probably I will go with the first one. There is already some post-production applied from the VFB also with a LUT on all the renders.
Since the model is already done I will try enhance the shader. More less I want this to be a texturing assignment. Now there are only applied basic materials with different roughness. Some damage details are already sculpted so I will try to transfer them to render with help of normal map or I just render 5M poly mesh [not decided yet]. In renders is used decimated mesh so I assume some detail was killed.
(https://i.imgsafe.org/18aa4a5542.jpg)
(https://i.imgsafe.org/18a9f086fb.jpg)
(https://i.imgsafe.org/18aa2e23bf.jpg)
(https://i.imgsafe.org/18aa4b9939.jpg)
(https://i.imgsafe.org/190bb49b95.jpg)
(https://i.imgsafe.org/1969ac9a69.jpg)
(http://i.imgur.com/n4oKXZL.gif)
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Hah Scandanavian batman... Yah what's up with the obsession/misuse of the Scandinavian moniker recently?
Solid scuplt
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Hah Scandanavian batman... Yah what's up with the obsession/misuse of the Scandinavian moniker recently?
@mferster - I think this is just phenomenon around the Corona : ).
Here goes an update after couple of weeks. I implemented substance to my workflow. Last week I finally got it running between the 3d packages and also in my head : ). I am using Dubcats export profile which helped a lot and solved my headaches in transfer processes. I applied some bump and subtle roughness detail. I think it is still too subtle and bump too obvious. Will do something about it. In next steps I would like to introduce more dirt and get more deeper in substance "noise maker". I am staring to love that tool. In this render is represented 2 layer CoronaLayered shader with substance maps [albedo, roughness and bump], where second layer represent same material just with more rough glossiness map [lazy].
This is how I applied different roughness levels in substance. This layers system seems to work best for me since I was struggling to achieve satisfying result only with one layer and a noise mask. It contains little bit more layers but it is more readable. Nothing complex but good start.
(https://i.imgsafe.org/41825efb5c.jpg)
(https://i.imgsafe.org/4182a0a2fb.jpg)
(https://i.imgsafe.org/4182b3243d.jpg)
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New update, new stuff. I am still tweaking the rough textures on the model. I think I am on the right track. Still the material does not behave consistently in different light setups. I have to work on that now. I tried to recreate the wet effect using the particle tools from painter but creation of correctly looking water drops with forestpack did not satisfied me since there was no more time for this. Therefor I skipped the effect. I still have to work on seams on the textures plus in interior scene the mask does not look how I want. Also, under i am attaching the Bruce Wayne's changing room : ).
(https://i.imgsafe.org/e85d64b610.jpg)
(https://i.imgsafe.org/e85de901f6.jpg)
(https://i.imgsafe.org/e85e0e2d3f.jpg)