I think I finally found the right “mix” to achieve a photo-realistic look (or about as close as one as possible). The thing is, I now realize that I was over-thinking the process. As it turned out, I didn’t need to do as much composite work in Photoshop. What I did need to do was alter some of settings in the skin material before I rendered the image in Zbrush. It’s a whole lot of technical stuff involved, of which I really don’t understand.
So the phrase, “Less is more,” really applied to this image. Any rate, this is my final render test. It’s time for me to move on to the next phase of this project. As it stands, I’m very pleased with this result. Let me know what you think.
In my efforts to achieve a “photorealistic” look to my rendered characters, I found myself doing more and more research into the matter. ZBrush — the 3D modeling program that I use to create my characters — has some great tools to help me with this quest. I have recently learned how powerful the program’s Matcap and Lightcap systems are, and I have a better understanding about how they work. This image is my latest effort, and I think I am getting closer to capturing my realism goal. I noticed a couple of minor things that I will need to correct — the most glaring is the shadow where the nose and cheek meet. However, I am pleased with the overall look of this test render (so much better than my previous attempt).
I am currently in the process of creating a new illustration, and decided that the background will be a starship flight bay. This is still a work-in-progress as I need to add a few elements to give this matte painting a little bit more life. However, I was very pleased with how this turned out that I wanted to share.
I originally created this in Google SketchUp, rendered it in Bryce, and did a final composite in Photoshop.
Here’s a new sketch I just completed. Originally, I was conceiving a 3D illustration, but I think with this, I may just ink it and add color instead. Now in my Sketchbook.
In my attempt to try and make my male heroic head look more realistic, I decided to do a new render test. With this test, I created “environmental” lighting to try to reduce some of the harsh shadows. I created several multi-pass renders in ZBrush and created the composite in Photoshop. I don’t think I completely achieved my goal, but I believe it is a step closer for when I complete my final illustration.
Continuing with creating new character meshes, I have completed more refinements and details to the adult male hero character. This character is created and rendered in ZBrush, and composite completed in Photoshop.