Genesis 3 Female for Production WIP

JayBassJayBass Posts: 13
edited October 2016 in Art Studio

I am creating a digital human character from the Genesis 3 Female base topology that will bridge the gap of the "Uncanny Valley" and provide photo realistic believable renders.

This is a WIP and these renders show my progress of the photogrammetry skin detailed displacement sculpting I have done so far in ZBrush. The 32Bit EXR 8K displacment maps I have created have both primary/secondary skin detail and a separately created macro displacement skin map to compliment a realistic result. Its is a big project as it will be a full figure result.

When complete the full char will be packaged and available in the shop. I will continue to post renders showing my progress.

Post edited by Chohole on

Comments

  • Nice.

    Have you tried  DS IRay render to see how much subdivision that detail level of displacement is going to need?

  • Awesomesauce :D

     

  • JayBassJayBass Posts: 13

    The detail will be supplied by displacement maps and a sub-d level of 3 minimum will be required. Since DazStudio and 32Bit EXR displacement are currently an issue the next best acurate mapping type that is supported is Vector. I will do client testing and benchmarking before release. Thanks for the comments and input... :)

  • JimbowJimbow Posts: 557

    I'm sure I've used exr for displacement in DS iray (3dCoat output).

  • JayBassJayBass Posts: 13
    edited October 2016

    Yo Peeps, been poly painting the facial skin color and did a quick SSS Color BPR render test in ZBrush. I am confident when it comes time for final rendering that she is going to look great. This is just a test pass and there are changes in progress but the render will give you and idea of how the displacement from the previous renders is drastically softened in appearance when you add global illumination and sub surface scattering into the mix.

    G3F For Production SSS ZBrush Color Test

    I know the render size is large but looking at the detail up close is better I think....

    Post edited by Chohole on
  • JayBassJayBass Posts: 13
    edited December 2016

    An updateed render of the project so far,

    Testing the scatter radius control and finding a correct balance between Sub Surface Scattering and Defuse.

    More work still to be done...

    G3F4Production

    Post edited by JayBass on
  • JayBassJayBass Posts: 13
    edited December 2016


    Here is a render of the project with the new eyes. Adding peach fuzz and going to create a decent hair style.

    G3 Female for Production Project by JayBass

    Post edited by JayBass on
  • JayBassJayBass Posts: 13
    edited December 2016

    Previous render ended up quite grainy and the SSS to defuse was all the same depth which reduced the realism of the result.

    With these final render results of the bust, I managed to come up with a solution of my own to creating a single scatter map that works well. What single scatter does is define the depth of the light scatter through the skin, the trick with this is that a map for the entire skin surface has to be created to manage this because the light scattering depth changes across the different areas of the skin. For instance the cheeks have a deep scattering and the forehead does not. So now that I have learnt how to fake this changing depth measurement the rendered result is much more realistic. I will let you judge for your self.

    The single scatter is used in the defuse amount channel to accurately manage the defuse vs SSS value.

    G3F 4 Production

    Post edited by JayBass on
  • Are you planning on selling this on the daz marketplace?

  • Yes, definately. 

  • Yay and idea on an ETA?

  • Just finishing up some small areas on the body and need to complete the product lines logo branding design for the packaging. I also need to port the mapping so that it is compatible with all the used render engines that Daz3D offers via its design packages. At the moment I have only focused on IRay and need to do some stress testing in the other engines before release. I am also still waiting on Daz3D to come back to me regarding my merchant registration for the market place, but I imagine they will only do so when the product is finished. So mid Jan 2017 is what I am hoping for.

  • JayBassJayBass Posts: 13
    edited December 2016

    Notice how the shape of the model has progressively changed to what it is now from the first ZBrush gray scale render post down to my now most recent update. This project has been a learning process for me. My next one will be a G3 Male char...

    Post edited by JayBass on
  • Super impressive results so far. Honestly, it's a little creepy that it's not creepy to look at. In terms of the geometry sculpting, how much did you take contour assymetry into account? It looks like the eyebrows, eylashes, and the lips have some differences, but what about the overall facial construction? Awesome project.

  • I'm impressed just by the fact that this figure has smile lines. I tried adding those once and failed.

     

  • JayBassJayBass Posts: 13
    edited January 2017

    Hey all, as a Christmas gift to you all, I have uploaded the Realistic Brown Eyes pack. It is not packaged for Daz Studio as yet, so inside the RAR file is a 3DsMax 2016 render scene for the eyes, the obj files separately and all the high resolution maps to go with. Just a heads up, the maps are very high res @ 8K and these eyes are based on the Disney Research Labs "Eyes Scan Dataset" that I was given privileged access to. The iris displacement maps that I created are 32Bit EXR format, if what ever render engine you are using does not support EXR then convert them to grayscale maps using Knald or the free xNormal app to do so. I am not allowed to share the Labs dataset with you all until the Wikihuman project releases the new free public Mike 1.0  Model dataset which has the very same 3D Scanned Eyes in it. After release I will be free to share the Disney research Eye Scanned Data with you without upsetting any politics. Besides my Eyes are better than the scan data anyway and they are Genesis 3 Female topology and UV's. :)

    Enjoy!!

    DOWNLOAD G3FEyes_JayBass.rar - Contact me for the download link.

    G3F Real Human Eyes

    For those of you that did not catch the Eye Scan Project here is a link so you can see the clever tricks they have come up with to scan complete eye balls while they are still in the socket with no risk to eye injury. This all done by my friend Dr. Thabo Beeler of Disney Research Labs.
    https://s3-us-west-1.amazonaws.com/disneyresearch/wp-content/uploads/20141203013516/High-Quality-Capture-of-Eyes-Pub-Paper.pdf
    And if you have not introduced your brain to the Wikihuman project yet then you need to climb out of your dark and oblivious hole and put your wannabe 3D character artist brain into gear with this solid education in real digital human production CG. Through Disney Research and the Wikihuman Project the standards in next generation character design are being developed for the movie, game, virtual reality and medical industries. http://www.wikihuman.org/

    Post edited by JayBass on
  • So is this coming out in time for new years day? 

  • JayBassJayBass Posts: 13
    edited December 2016

    No the character will unfortunately not. But the Eyes are ready for download and free. The download link is above the image. :). I am still awaiting vendorship from Daz for the marketplace.

    Post edited by JayBass on
  • Hopefully you get vendorship soon, excited to see this on the marketplace :D 

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