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CyclesRedhead
By thetetine
There's been some improvement lately for blender's raytracer, Cycles, mostly hair rendering and SSS.
I wanted to play with these new features, so I made this. The image is a bit noisy, but, I didn't want to spend hours rendering it at thousands of samples or tweak settings
Here are some intermediate renders : [link]
I've uploaded the original blender file to Blendswap too:Â [link]
Also, I used the neat tutorial from BlenderCookie on hair styling : [link]
Made with Blender 2.66.5 r55744 (bot build) and filtered with Gimp.
I wanted to play with these new features, so I made this. The image is a bit noisy, but, I didn't want to spend hours rendering it at thousands of samples or tweak settings

Here are some intermediate renders : [link]
I've uploaded the original blender file to Blendswap too:Â [link]
Also, I used the neat tutorial from BlenderCookie on hair styling : [link]
Made with Blender 2.66.5 r55744 (bot build) and filtered with Gimp.
Image details
Image size
1080x1080px 693.1 KB
Published:
© 2013 - 2021 thetetine
Comments21
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Il s'agit d'un excellent modèle. Il est beau et sophistiqué.
Je l'ai téléchargé à partir de "Blendswap".
Configuration des nodes est très avancée.
Je ne pouvais pas croire qu'il n'a pas utilisé texture bitmap, parce que je n'avais aucune idée que, au lieu de bitmaps, vous pouvez utiliser la couleur vertex.
J'admire votre travail. J'ai appris beaucoup de vous.
Pardonnez mon imparfait français. Mon anglais n'est pas la meilleure non plus.
Je l'ai téléchargé à partir de "Blendswap".
Configuration des nodes est très avancée.
Je ne pouvais pas croire qu'il n'a pas utilisé texture bitmap, parce que je n'avais aucune idée que, au lieu de bitmaps, vous pouvez utiliser la couleur vertex.
J'admire votre travail. J'ai appris beaucoup de vous.
Pardonnez mon imparfait français. Mon anglais n'est pas la meilleure non plus.


Thanks 
I'm answering in english, I hope you don't mind.
When I'm working on this kind of model, I usually try to avoid UV textures, because, like most people, I actually find UV unwrapping quite boring. I found that vertex paint combined with color ramps can replace texture in cases where you don't really want precision and small details, or when you only use masks to apply procedural textures.
And I'm glad you found something useful in this file

I'm answering in english, I hope you don't mind.
When I'm working on this kind of model, I usually try to avoid UV textures, because, like most people, I actually find UV unwrapping quite boring. I found that vertex paint combined with color ramps can replace texture in cases where you don't really want precision and small details, or when you only use masks to apply procedural textures.
And I'm glad you found something useful in this file


Actually i really like uv unwraping. It's kind of relaxing. 
You know, this is proces of optimazing, hiding seams, adjusting the shape of islands to optimal fill the space texture. Deciding which parts are most important, and which may have a lower resolution. It is very important in gamedev. Quite enjoyable pastime if you are Procrastinator, and the next step is the frustrating one: Rigging and weight painting.
And.. yes, this file is extremely useful. I could not deal with the SSS on my model's face (Lady Mechanika). My previous attempts gave a flat effect. Thanks to you, I think I know how to deal with with it.

You know, this is proces of optimazing, hiding seams, adjusting the shape of islands to optimal fill the space texture. Deciding which parts are most important, and which may have a lower resolution. It is very important in gamedev. Quite enjoyable pastime if you are Procrastinator, and the next step is the frustrating one: Rigging and weight painting.
And.. yes, this file is extremely useful. I could not deal with the SSS on my model's face (Lady Mechanika). My previous attempts gave a flat effect. Thanks to you, I think I know how to deal with with it.
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