This is a little MaCrea experiment that went roque, haha. I think it's pretty stunning that this is a pure Sculptris export and can already look so...eh...hmm...kinda cool.
Once I'm done I think I will show the MaCrea process as well. I've used the "reflective.jpg" from the standart materials as a reflection image and then just one single lightsource of macrea to subliment the diffuse lighting. I did a series of three images with various diffusion on the reflection image. Then I applied the same to my "eye" MaCrea settings so they live in the same world.
Fun, fun, fun...
But I'll continue with this character, because it's somehow interesting to me. Currently he only has a slap-job paint on it and no bump. It's very crude, but the materials already create a neat look just like that, I think.
Thanks, tomol! It's quite amazing, really, considering it's got no shadows or the likes. I'm so itching to write a little quickrender tool for that...hmmm....who knows, I might just do that at some point.
Here's a little update. I was spending more time programming again, so this is a little relaxing doodle inbetween.
THANKS EVERYONE! ...man, this is fun! Here's a test with another sphere a friend of mine dug up online. I prepared the background by sloppily removing the ball from the picture. Quite entertaining, I think...
Again, those are plain SAVE IMAGE out of Sculptris!
AHAHA, the drop shadow is from the original sphere in the shot and just still part of the background image. Simple and silly trickery, but what's no trickery about it is that it works, even while you model it feels great. No interactivity with the background there, but it's still great fun.
Not sure what baffles you so much about the teeth. But here's a little breakdown of the materials:
- matte material with some translucency (subsurface extension) - eyes - shiny material with more translucency (s.e.)
That's all for the last two outputs. The skin is generally fairly midtone heavy and allows good room to top and bottom brightness levels. If the material for the skin itself is not too translucent, you can push the subsurface extension contrast to such things as teeth quite well. Always, however, think! Always keep your mind sharp and consider the natural logic. Relate all your texturing to a logic you can understand! I havn't even half exploited my own understanding of materials, substances, surfaces and textures. It's all really nearly mechanical doodles to me now with only mild focus. But then I havn't really focused on all that for a while. Anyway, I'd love to teach you all I have understood by now, but I might do that in a line of more professional tutorials. It's something I should prepare and invest some more time in. Eh...but hey, all just ideas.
link3000, haha, yeah, it's creepy, ain't it. I've made a version that looked like an oil drenched bird and almost thought I'd make some politician or banker out of it. Maybe some dirty money around it, hihi. But then... too pretentious as if I knew what I'd be commenting on. This stuff is beyond most of us and might at some point be right on top of us, ha, argh...