Wow impressive tutorial. I was planning on having a go at this myself last week, but with the forum lag/downtime and with your initial results, I decided not to bother Excellent stuff!
Haha... that is truly awesome!! Nice work, and really like the surface, it's perfect!
LairdSquared | 3D Design & Animation
HP Z840, Dual Xeon E5-2690 v2, 32GB RAM, Quadro K5000 4GB
HP Z620, Dual Xeon E5-2680, 80GB RAM, Geforce 1050 Ti 4GB
absolutelly awesome! You'll have to.explore skin shading next - FUN! :-)
It does look awesome, how does this shader work with different lighting, back light and stuff? It looks very very credible in these examples.
tnx guys, glad u like it! It's a great shader no doubt!
djwaterman- My lighting is very simple, just a HDRI image lighting the scene and one side light, and this is what i got. So i'm hoping it will do well also in a bit more complex light setup. Let's see!
Here's the Zbrush screen grab of the model. Didn't worry about where the neck meet's the body coz it won't be visible, as well as genitalia, so disregard that!
Tobian- No skin shader as of yet, just a simple wax modifier of Zbrush to give it that little something. But i am looking forward to getting into that, and looking forward to help from you guys . Skin shading is still bit of a mystery to me, can't get consistent results!
One thing to note - if you're using image or geometry based lighting, you'll want to make sure you replace the phong and blinn specular shaders with reflection nodes instead (as mentioned near the end of the tutorial). All the settings should be roughly the same, but the new reflection nodes will be required to get any of the double highlights (using reflection diffusion to mimic phong shading, and tinting the reflections with the same rainbow inputs).
Edit: and on second glance, it looks like maybe you already swapped those pieces out. Sorry! I'll try blaming JPEG compression for fooling me.
I can't remember exactly when the SSS2 shader was added, but I think 9.6 might work...I've not tried opening 11 projects in older versions though! It does require DPkit for the Bump-Normal conversion, but otherwise it's all stock LW nodes.
Very cool article on a complex shader. Thanks!
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