Home Creators Posts Import Register Favorites Logout

Content

Hey guys! One more update on this guy before the end of the month!

So after the last update, I'd gotten some advice from Nicolรฒ and Kuro on adjusting the surface so that it wouldn't seem as "plastic" looking. Also, some of the advice from Nico also lead to me figuring something else, which I'll get into later.

So my initial try involved porting one of the brush alphas from Procreate, specifically the large Flicks one. On a new layer I used this brush to make a more mottled skin tone, that used lights and dark speckles to break up the larger smooth values. This first step already made a bid difference. but I decided to go further. This is where Nico's advice came in handy for another area.

He'd had been explaining that the paint brush has several settings (roughness, metalness, and opacity) the important one here, being the "roughness." If you adjust the value to 1, the paint will be rough, meaning that it's totally matte and won't reflect any light. However at 0, it's very reflective, almost as if the surface is wet. (I'm probably butchering this, but that's my surface level understanding ๐Ÿ˜‚ The cool part about that though, is I found that you can also just turn off the actual paint pigment, and paint that reflective value directly onto the surface. THAT is how I was able to selectively make his nose and the area around his eyes wet ๐Ÿ˜‚ Funny how such a minor thing can make such a huge difference in making something appear more life-like lol.

So anyways, the main point of knowing this about the roughness setting, was to adjust that setting for all of the paint I'd already applied. Then after that, I did what Kuro and Nico both suggested which was to change the material setting to "Subsurface Scattering" (basically when light passes through the surface of an object and gives it a slight glow effect. Think skin, wax or even clouds) This would ultimately make the surface more waxy looking, until I'd adjusted the depth setting to make it appear more like skin.

This was only the first stage though, because after that, I took their advice again, and went over every surface adding texture to break up that plastic like smoothness even more. (Including the hair) This was a long process ๐Ÿ˜‚. In the end though, it was worth it. because although still quite stylized, he looks much more life-like than he did before. ๐Ÿ‘

Also, unfortunately no turntable for this update. With all the added detail, the animation is getting quite laggy and is more distracting than anything. ๐Ÿ˜… I'm not sure if moving the file to a different app to get a better video, will help or not, but if I figure something out by the next post for this guy, then I'll let you all know! In the meantime, I'll just try to take more photos ๐Ÿ˜‚

So that's it for this update! Thank you guys again for all the comments and support on the last post, as well as the advice from a few of you! Really appreciate it, and I hope everyone has a great end of the month and Weekend!

Enjoy! ๐Ÿ˜Š๐Ÿ™๐Ÿ’™

Files

Comments

Ceroth

Loving the little details added by the texturing, looking better and better.

Hash

WOW TARAN THIS IS SERIOUSLY INCREDIBLE OH MY GOD ๐Ÿ˜‚๐ŸคŽ๐ŸคŽ๐ŸคŽ IM ACTUALLY SO IMPRESSED HOW QUICKLY YOUVE PICKED UP ON ALL OF THIS SO FAST, IT MAKES EVEN MORE SENSE TO ME NOW WHY UR JUST THE BEST AT WHAT YOU DO! KEEP IT UP BUD HE SERIOUSLY LOOKS SO AMAZING!! ๐Ÿ˜ญ๐ŸคŽ๐ŸคŽ๐ŸคŽ๐Ÿ™

Buru, The Bull

Amazing work! Are you looking to get him animated / rigged?

LDM

He looks so great

Hakawne

Look how wet his nose is. It stands out and it's so accurate to life. x) Great job learning all this! You've got some great pointers from some really talented folks \o/

TurTheBull

Handsome moo now in 3D ๐Ÿ‚

DerpyDrake

Wow that texture is coming along so nice!!!! Changes the whole model

Kuroissan

Now, it might be a bit too rough but that's a way better rendering, you implemented well our feedback

Treeknocker

He is so beautiful... And getting so realistic that he looks like he has to move out of the T-pose and act naturally.

Asher Tail

This is amazing!! I definitely need to try out Nomad sculpt. Wonder if an old iPad Pro is okay for it

Dragore Skywing

He looks freaking incredible dude omg. He looks so darn huggable. You are simply one of the best artist right now.

TWstacker

Love the SSS shadings on the nose !!!! Btw have you ever thought about trying a stylized approach like your painting style in future?

Nicolรฒ Piccinini

I can only take an educated guess, but probably once you've added the skin noise detail, in order to render it, the app added so many triangles your ipad is just struggling to keep up. This is where the next step of the process would come to your aid, i.e. retopology. It basically means going over your model by hand and creating an ordered grid of uniform, 4-sided polygons that cleanly wraps and follows the contours of your sculpt, at low resolution. Basically, you want something that defines the shape of your sculpt cleanly and with as little geometry as possible. For example, if you were to retopologize the horns, they would be tapered, curved tubes. But so would be fingers, and arms, and legs. Even the torso can be approximated to a short, wide cylinder. You can then increase the resolution via subdivision, i.e. every polygon is divided into 4, and the amount of geometry quadruples each iteration. The thing about having it this way is that since subdivision is a maths operation, it is invertible, and you can easily choose at which resolution level you want to work at instead of being stuck with the high-resolution. Plus, it's more efficient for the app to handle https://nomadsculpt.com/manual/topology#multiresolution-workflow Nothing beats doing retopology by hand, since you have full control over it (you would have to go outside of Nomad for this), but some apps have an auto-remesher that do a semi-decent job. Nomad has one too but it's a paid dlc apparently, lmao that kinda sucks. https://nomadsculpt.com/manual/tools#quad-remesher To get the details back on the retopologized geometry, you just reproject them from the original raw sculpt mesh https://nomadsculpt.com/manual/topology#reproject-to-vertex

Astrazel

That's just gorgeous!! Can't wait to study the anatomy of this You're an inspiration ๐Ÿ’ช