To stay fit in modeling and pimp up our comanys Portfolio i decided to try some nature study. Based on a Foto i did this one you see below. I spend 10 Hours all in all. From Modeling (all in Max no sculpting Programm involved) up to unwrapping, texture painting(this was some work), lighting and shading. rendertime was 15 Hours on 5k. Sadly it is still noisy in some Areas. But that seems to be the Price for the heavy DOF, the SSS and the displacement.
I might be wrong, but for me:
-the eye looks very wrong, too saturated, lacks a refractive layer, could use some reflections
-everything is too saturated, maybe some post processing could fix that
-the skin material lacks fine detail like an additional procedural noise map
-what’s up with the noise in the background? Did you use denoising? It looks like a sharpened noise (?)
The photo is still much less saturated than the render. And the eye in the photo is clearly spherical - you can tell it thanks to those subtle reflections.
The problem with DOF is strange. What were the render settings? Do you have adaptivity on?
I dont know why my eye behaves like this because i set it up the way an eye Needs to be set up. There is nothing flat inside. It is all curvy (spherical).
I kept the rendersetup untouched. The only Thing i do ist switching dof on and of. I don’t Play with adaptivity or such… or should i, in this case?
…Jaaa… you might be right. My Image is a bit oversaturated…
@ Maru: Thanks for your advice. I will give this a try. Is there something i can read about this Topic, just to dig in deeper and understand what i am doing there.
@ Tanakov: Thanks for your words.. the longer i look at it, the more i ask myself why i did not add the scale in the first render. I will add more Detail the next time i am able to tweak this Image. Right now a flood of Jobs caught us… so no time for playing with lizards…
The reason why it looks saturated is because it either lacks some more reflection, or - it lacks surrounding things or colors to reflect. The reflection always dull the intensity of colors, that’s why real life surfaces don’t have that much saturation