I’m a hobbyist 3D artist working in the mobile game industry. I haven’t done any real 3D in almost 3 years I’ve been mostly involved with realtime mobile game graphics… but now it’s time to get back in business. This thread will be mainly for Corona / Max SSS tests etc. Currently I’m using the trial version of Corona and I’m loving every minute of it
Let’s start with some test renders with the Eisko head. There is some wonky things happening in some areas because of the geometry and refraction. Also some of the textures are not gamma corrected properly so there might some strange values. The HDR is from sIBL archive. I hope u like it.
The render is straight up raw. No post processing etc. The render time is about 48h because I accidentally left the computer on.
Some eye shader tests. Definately not 100% physically accurate, but it gets the job done. Also I’m noticing that there is some weirdness going on how to Scattering handles bump maps, but I’m not 100% sure what’s wrong with it. Hmm…
Sorry for the spam. Some few days old test renders of my really really old character dug from the grave… The mesh is basically imported from Zbrush (no proper displacement maps) so it might look kinda blurry. The shader has few mix layers + layer masks.
I’ve never had the possibility to try out hair rendering because of my wooden computer back home. Corona seems fairly fast rendering hair and I don’t need to use shadow maps anymore so I’m quite excited what I can do with it.
I reworked the highpoly model and added a proper normal map (4k) from 21mil polys or so… It didn’t add that much difference so probably I’m going to leave it there. It’s an old model so… Also did some minor tweaks to the diffuse map. It’s really hard to get that nice backs scatter bleeding with the current material. One option is the lower the opacity, but it also creates weird shading glitches with the geometry. Also you could use a falloff map, but it feels like just a hack.
Thanks Maru for popping by. Here are some test renders from yesterday. I’m modeling the armor + fur today and doing some more render tests with the skin shader… not having that much luck with the the back scatter bleeding though.
The material has some additional layers such as an additional spec layer with high fresnel values to get secondary specularity + and one for the face paint etc. I’ve found out that turning off the refraction doesn’t make that difference. I hope you can help!
I adjusted the skin shader a bit. It should have more strong SSS effect to it. It still looks kinda waxy. The weird stuff going around the eye is because of the “wetness” object. It’s a piece of geometry that has a material close to water applied to it.
Spammity spam! Last post for today. I hope you enjoy
The errors on the beard are probably due to volume scattering + opacity.
The lower img has too little diffuse level and too much translucency. Also the scattering distance might be too high. I hope I can finish this before christmas… sigh
I noticed that it is also better to plugin the diffuse map to absorption slot because it everything that penetrates the head geometry creates this strange halo yellowish (from absorption) around it example the eye wetness or the helmet. I’ll post an example soonish. In the mean time here is a metal skull pendant made with substance painter… which you won’t even notice under his beard.
I’ve tried quite a lot of experimentation with substance painter and Corona integration and currently it isn’t just plug and play. You need quite a lot of manual curves to get it to work. Also the presets for the reflection color are wrong.
Did some changes to the bone material added few leather strips and some tweaks to the skin material.
Also added Corona sun to get some shadows.
The skin scatter radius is kinda low atm, 0,34cm but I’m aiming for a dry skin look.
Hmm I might also replace the checker pattern from the helmet since it looks kinda weird. After those I will probably call this finished.
It would be really nice to get more control for the hair. The fade tip doesn’t work which means that all of the hairs have a strange dark error at the end if you are using opacity. Also I’m using volume scatter for the hair. I’m not sure that’s the right way to go?
Rendering with Corona feels like cheating… everything is so effortless. I’ll might release the whole scene for free when this is finished for all Corona users. The scene cleanup might be too time consuming.
Thanks for the quick reply Maru. I’ll try to some additional tests to pin point out where it happens so it isn’t just wild guesses ex. disable the diffuse / gloss / spec layers. I’m not using single bounce. I first thought that it was because of a body hair layer that I previously did some tests on. On the image that posted it happens on the chest and arm pit areas. Normal map was my first guess, because its strongest on those areas.
This is what I wanna try out next with Corona. I hope I can this viking crap project asap. I really wanna render more simple cartoony stuff These are just SShots / renders from Zbrush.
I’ve been mostly spending my time in Zbrush and finishing up the accessories on the viking model. Actually everything is more or less done in the modeling / UV depart and next I have to take it substance painter for textures… in the meanwhile here are quick renders of the Eisko scan.
The SSS shader is great, but it’s quite hard to control. The most annoying part is the white halo that comes from the translucency component. Everything that penetrates the head geometry creates this effect ex. a wetness geometry around the eyes. I’ve tried to mask it with an additional color correction layer, but you can still see it under the eyes. You can also try to copy the diffuse to the translucency color and it fixes the issue, but I’m not sure if it’s the correct way of using the shader.
maru: There is a possible bug with the translucency + normal maps and CoronaLayeredMtl and it’s probably causing the darkness in the skin. If you use a material with translucency fraction of 1,0 and some Absorption and Scattering + normal map and try to blend it with another material you will get dark artifacts from the normal map.
Create a CoronaLayeredMtl and copy the main material to a layered slot (0) and set the blending amount to 10% (doesn’t matter how much the blend amount is). If you disable the normal map the artifacts disappear. I’m quite sure it’s the normal map whats causing the effect. I can do a proper bug report if you want + screen shots. This thread is probably not the right place for it. It’s quite annoying since I can’t create a secondary spec for the skin material currently.
Man, your models and textures are great, but lighting is plain awful. And most of your pictures are way too underexposed. You should improve that and i’m pretty sure, your topic will draw a lot more attention then.