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Me4Fan — Portrait of Cullen

#dai #rutherford #dragonageinquisition #cullen #stanton
Published: 2014-12-14 21:41:36 +0000 UTC; Views: 4741; Favourites: 86; Downloads: 69
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Description UPDATE: I've re-rendered him with right specular maps, fixing his eyes and with a different focal length.
Previous version here: Portait of Cullen .
Maybe I'll do some Cullen x Dorian in the near future  

Rendered in Blender Cycles 2.72b  
Model extracted by Padme4000 , thanks for the support!
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Comments: 31

MediAsylum [2014-12-20 08:43:48 +0000 UTC]

It can be better.
There is no specularity/reflectivity neither in his skin, nor in outfit/hair/eyes.
Caucasian skin type has noticeable SSS - none of it here.
Also wide angle camera - it looks like selfie made with old mobile phone.

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Me4Fan In reply to MediAsylum [2014-12-20 09:48:20 +0000 UTC]

I can only agree about the camera angle. It's a pity you can't see the SSS the translucent and the specularity components of my materials. I make a quick render of this scene without these elements, just with the diffuse and normals nodes. I hope you can now see the differences:
sta.sh/012ttytgkvh3 ( ← quick render without SSS, specularity and translucent nodes)
sta.sh/01aodu44d0hh ( ←  the render I used for this work)

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MediAsylum In reply to Me4Fan [2014-12-20 10:00:18 +0000 UTC]

Ah. I see. Still skin usually is more reflective.
Maybe SSS isn't deep enough, don't know.
I usually achieve nice skin visuals by using quite accented micro-relief normal maps with deep SSS.
The Cullen's specular map is just desaturated diffuse - it's not right.
If you are interested what I can try to do - send me link for actual model and posed xps file.

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MediAsylum In reply to MediAsylum [2014-12-28 12:09:01 +0000 UTC]

Just another two issues I forgot to mention, until tried myself:
 - eyes
   Originally his irises are too big - that's unnatural, as the sharp edge between iris and sclera.
   I use mesh edits to make the eyes' with basic internal structure - separate iris inside, transparent sclera's area above it.
 - metal surfaces
   The metal looks like plastic, mask diffuse metallic areas with almost black color, use blurred reflections, not speculars.

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Me4Fan In reply to MediAsylum [2015-01-04 17:25:26 +0000 UTC]

Hi! Padme4000 managed to extract the correct specular maps from the game, so I've updated this work, changing the focal length of the camera and fixing the eyes as well as mirroring the model. Thanks for the advises!

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MediAsylum In reply to Me4Fan [2015-01-04 17:54:49 +0000 UTC]

That's better on the face
But what about armor?
Can you show the difference between correct and non-correct spec maps?

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Me4Fan In reply to MediAsylum [2015-01-04 18:10:39 +0000 UTC]

The correct was slightly lighter, and as a mask for the glossy node permits tiny more reflections But yeah, I guess isn't evident. In Dorian's armor metallics looks more metallic with the same setup nodes

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MediAsylum In reply to Me4Fan [2015-01-04 18:16:23 +0000 UTC]

Ah, Dorian. He is ready, but can't choose the posing.
sta.sh/028t2n6jqchh

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SkyFang1346 [2014-12-19 20:37:01 +0000 UTC]

Looks so alive! But something wrong with him. I can't understand what)

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RainbowRenders In reply to SkyFang1346 [2014-12-30 15:23:12 +0000 UTC]

He was mirrored at first.

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Me4Fan In reply to SkyFang1346 [2014-12-20 09:55:47 +0000 UTC]

When you realized what it is, just tell me it  

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SkyFang1346 In reply to Me4Fan [2014-12-24 05:33:55 +0000 UTC]

Oh, it doesn't matter! In any case, all that you do - just amazing!

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Eji [2014-12-15 19:48:25 +0000 UTC]

wonderful!  Is it flipped though?  The scar is on the opposite side

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Me4Fan In reply to Eji [2014-12-15 19:55:03 +0000 UTC]

Yeah... For some reason the model I used was flipped and I didn't notice it until I finished the render   

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Padme4000 In reply to Me4Fan [2014-12-19 03:41:38 +0000 UTC]

I only noticed this after porting a few other models. I did fix the problem on my end now though. The script I use to port the models has them flipped and it isn't on the top of their to do list to fix.

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Me4Fan In reply to Padme4000 [2014-12-20 09:53:49 +0000 UTC]

No problems, really! It's easy to fix it, I just didn't notice it and I didn't want to re-render him when i realized he was mirrored  

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Padme4000 In reply to Me4Fan [2014-12-20 14:49:01 +0000 UTC]

Considering you use cycles I can completely understand not wanting to re-render him. Honestly wish render times would be a bit faster for cycles but the result is worth the wait.

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Eji In reply to Me4Fan [2014-12-17 18:59:54 +0000 UTC]

Ahh, I see...  please tell me you'll be doing more renders of him!  He looks amazing

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Me4Fan In reply to Eji [2014-12-20 09:54:21 +0000 UTC]

Of course  

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FlightyFelon [2014-12-15 18:00:27 +0000 UTC]

wow did you make this from scratch?

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Me4Fan In reply to FlightyFelon [2014-12-15 18:06:35 +0000 UTC]

Well, I don't know what you mean... I rendered the model extracted from the game, but it takes a lot of time to make the right materials, to clean the topology and fix some issues. I hope you enjoy  

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FlightyFelon In reply to Me4Fan [2014-12-15 19:07:40 +0000 UTC]

Oh I certainly do enjoy I was just curious.

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RainbowRenders [2014-12-15 16:30:13 +0000 UTC]

DUDE, DO IT!!!

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Me4Fan In reply to RainbowRenders [2014-12-15 17:33:25 +0000 UTC]

You already did it!!! LOL

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RainbowRenders In reply to Me4Fan [2014-12-15 18:49:13 +0000 UTC]

Yeah, but you need to do it, too.

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ChloeDao [2014-12-15 09:36:46 +0000 UTC]

so wonderful 

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Me4Fan In reply to ChloeDao [2014-12-15 17:32:41 +0000 UTC]

Thanks! You're welcome  

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Padme4000 [2014-12-14 22:57:13 +0000 UTC]

This is amazing work hun

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Me4Fan In reply to Padme4000 [2014-12-15 17:34:03 +0000 UTC]

Thanks! Without you wouldn't be possible!  

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JavierMicheal [2014-12-14 21:52:05 +0000 UTC]

loOKS REALLY NICE

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Me4Fan In reply to JavierMicheal [2014-12-14 21:55:34 +0000 UTC]

Thanks  

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