XaiJu
F0Star
F0Star

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tied up W.I.P

A model for a picture I'm working on. This will basically a test for subsurface scattering shading later in KeyShot so I have to make sure that everything is correctly in place to avoid scattering errors in the later rendering process. I'm sculpting with a higher amount of Polygons in that scene as I usually do, SSS shader makes skin material looking very soft so it basically "washes out" detailf from normal mapping. To avoid that I need to sculpt the wrinkles, folds, abs [etc.] which gets normally created by a normal map using a single layer shader(like I did before)

This is actually a quite challenge because you have to search for the optimism  balancing between "good graphics" and "rendering performance" More Polygons = longer rendering time

It's always hard to get that balancing in the right way


Alright thats it for the first, I hope you didn't forgot to vote in my other post because the poll ends at dec 5! 

happy fap!

~F0

tied up W.I.P

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