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All Deviations

Realtime Photo-Realistic Male by *HyperDivine:iconHyperDivine:


©2008 *HyperDivine
Details
Submitted: April 25
File Size: 475 KB
Image Size: 475 KB
Resolution: 2939×1000
Comments: 30
Favourites & Collections: 2 [who?]

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Total: 261
Today: 1

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Total: 3
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Artist's Comments

I did this as an experiment in a new method (for me) for creating the human head - something which is done extensively in the more realistic style games these days.

Its called Camera mapping, a technique that takes references images and projects them onto your model allowing you to more or less push and pull the verts into the right place based on how far the image is skewed etc or not.

Its a really good way to learn more about the proportions and relationships between many of the features of the human head.

Valuable.

All up I spent about 12 hours on this.

Full View please!
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Devious Comments

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~bryanxander:iconbryanxander: Apr 25, 2008, 12:49:36 AM
Man, impressive ! :wow:

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I wish I could come up with a clever signature :hmm:
*HyperDivine:iconHyperDivine: Apr 25, 2008, 1:23:28 AM
Hey thanks man, glad you like it :D

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~Ndwr:iconNdwr: Apr 25, 2008, 1:27:50 AM
Eheh, nice try. Hair are a bit "polygonal" at borders, but I really like the "reality" of the skin.
A great work for a low-poly model.

nd
*HyperDivine:iconHyperDivine: Apr 25, 2008, 1:37:32 AM
Hehehehe yeah, not an excersize to create awesome hair - my WIP thread on CGTalk goes into deep explanation about what i am trying to do. Really i didnt care about the hair!
I should though, shouldnt I ? I will try not to be so careless next time hah!

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=Crashmgn:iconCrashmgn: Apr 25, 2008, 3:18:45 AM
Looking cool!! and realistic btw could u tell a few words about this real time shader u use in viewport render does it have some kind of SSS effects??

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no need to thank me...just :+devwatch: me
*HyperDivine:iconHyperDivine: Apr 25, 2008, 3:34:04 AM
Hey thanks for looking! the realtime shader ships with 3dsmax, it comes with max by default - just need to apply it, and apply your maps like you would make any standard max material. There are bound to be heaps of tutorials out there - actually you can probably find the the answer in the help files of 3dsmax :D It doesnt currently have any SSS functionality - though there are several people out there that have generously offered their own realtime SSS aproximation shaders for 3dsmax!

This Default max shader helps alot for giving you some idea of what your model will look like in most engines with DEFAULT lighting, ie nothing fancy hehehe

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~KonstantinL:iconKonstantinL: Apr 25, 2008, 6:42:28 AM Mood: Love
wow, that is some very nice work you got there!
=Crashmgn:iconCrashmgn: Apr 25, 2008, 8:10:06 AM
thanks 4 the tips!!!

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no need to thank me...just :+devwatch: me
*HyperDivine:iconHyperDivine: Apr 25, 2008, 8:13:25 AM
Thanks man, I appreciate you looking!!

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*HyperDivine:iconHyperDivine: Apr 25, 2008, 8:14:33 AM
No problem, let me know if you really get stuck!

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