It’s not what I wanted: first the transmapped hair was taking too long ant then it took +/- 21:45:54 (nearly all day) to render the allegedly invisible “flavor-saver”... Meh!
So what was supposed to be a more rugged Nightcrawler is now his bald middle-age. I give you Kurt Wagner, Sr.
And in a couple of days I’ll have the time off to try to fix the Opacity algorithm in my project shaders. That and at least two (if not twelve) other features. But such as it is, here goes. Genesis, M4 tee by SickleYield (probably), texture by Soto (it’s his Beast or whatever he calls it, blued by me: note chest hair), eyes by Danmoria and ears, um, off ShareCG. Thanks to JoeQuick for the fiber beard & brows!
It’s not what I wanted: first the transmapped hair was taking too long ant then it took +/- 21:45:54 (nearly all day) to render the allegedly invisible “flavor-saver”... Meh!
So what was supposed to be a more rugged Nightcrawler is now his bald middle-age. I give you Kurt Wagner, Sr.
And in a couple of days I’ll have the time off to try to fix the Opacity algorithm in my project shaders. That and at least two (if not twelve) other features. But such as it is, here goes. Genesis, M4 tee by SickleYield (probably), texture by Soto (it’s his Beast or whatever he calls it, blued by me: note chest hair), eyes by Danmoria and ears, um, off ShareCG. Thanks to JoeQuick for the fiber beard & brows!
If you use sub-d on the beard and brows they’ll be a lot less chunky. The beard also has several differant surfaces, so you could turn all but the flavor savor invisible (0% opacity) if you were trying to get a flavor savor.
I’ve been working on my own Genesis Ninja Turtle as a way to try to build my texturing skills. The first render shows an early form of the morph and a quick dry run on the approach I’d planned to take with surface texture and noise just to get an idea on how it would look. The second image shows the back shell, the third has the final head shape and the start of the more detailed displacement mapping, and the forth has some more of the displacement details worked in. I’m only going to go with the thick scales on the shoulders and back.
Now I just need to do the knuckle details, the diffuse maps, and try to bring the shell up to the same level of detail. Then it’s straps and pads and things. I’ll get some experience on textiles and skin that way.
BTW, I’m basing the look of the turtle of the interpretation of these two artists:
If you use sub-d on the beard and brows they’ll be a lot less chunky. The beard also has several different surfaces, so you could turn all but the flavor savor invisible (0% opacity) if you were trying to get a flavor savor.
No, actually: I was going for the full-on Burnsides look. NO “flavor-saver” and nothing on the end of the chin. But I had wired the opacity wrong, and turning it all the way off made more trouble (without hiding the targeted parts, either) than leaving those parts in. His baldness is due to the same flaw attacking the extensive transmapping of the Wildmane Hair.
This screenshot is what he was SUPPOSED to look like, with the comic-page shaders working correctly throughout.
Continuing along. The front shell is the base resolution shell (625 active points) rendered with the displacement map. Most of the surface is smoothed out, but you do still get a hint of it’s actual geometry if you look at the right spots.