>>503221 Aside from the terribly CGI looking unclumped hair and the shitty SSS on the cum thing hes wearing around his neck, they used that same god forsaken skin shader that makes it look like pure dogshit.
>>503233 You see it's CG immediately, same with Op. Perry's 'tacky amateur photo' still looks real even after you know it's not. At least from the ankles up, them feet are really a eyesore on such a otherwise excellent piece.
>>503230 >Classic, in my mind that guy still won the race to photo realism. It was hilarious just how butthurt the community got when CG society recognized his achievement.
Nope, looks incredibly photosourced, thats it. Also, you can never win the photo realism "race" without animation. And the thing with that is...well...it always turns out to be extremely heavily mocapped
>>503245 If you want to achieve photorealism it has to be done with 100% procedural algorithms, not with taking actual photographs and compositing them together in after effects or equivalent then rendering it in after effects or equivalent
>>503246 > If you want to achieve photorealism it has to be done with 100% procedural algorithms You are the very first retard I've heard in my life that suggest such a thing. I'm not even gonna ask why you think that since it's pants-on-head moronic. And nobodys gonna try doing photorealism that way either.
>>503226 >>503230 He used photogammetry to create that, it's a 3D scan essentially, he didn't model it, thus the achievement is invalidated. I can take a photo of real-life too and have it look realistic.
>>503558 Because there's no tutorial for skill. It's an art. You simply have to learn about how the skin gets its colors and replicate that. Mentalray has an amazing skin shader that gives you color and intensity texture inputs for back scatter, subdermal, epidermal, dermal and basic diffuse. Major control over how your skin will render and look.
>>503560 You skin has interconnected layers. Those different layers absorb light different, and also have varying thickness/color all across the body. Understanding the differences in the way these layers look on different parts of the body, especially the face, is important to creating believable skin.
>>503572 No, about the only art college that might even have a slight chance of teaching that would be Gnomon. All the others will not even mention this. You just have to take shit into your hands and do research.
>>503587 Chair leather is too glossy and seems to lack the surface pitting/pattern that leather exhibits. Should probably be a touch darker too, and turn on a touch of SSS if you haven't, leather is dried skin, it absorbs and blends light a bit. Even the synthetic stuff behaves somewhat similar.
Edges on your windowsill looks way too sharp. Light on the windowsill is overblown and the low resolution of your HDRi background creates a bit of an eye-sore.
>>503572 a yes, college, let's waste 30000 dollars to listen to some old faggot telling you how ngons are the devil. there are hundreds of pages of threads on the internet with people trying to recreate perfect skin, and get this: shit is free
>>503564 Not responding so much to this post, but to comment on skin in general; I think there is an overemphasis on back scattering and translucency when it comes to replicate skin. The BRDF of any material that isn't highly transparent is the single most important contributor to the overall look. If you get this right your skin shader will look 95% lifelike even without calculating any translucent effects.
>>503620 > will look 95% lifelike even without calculating any translucent effects. Except that's the problem with human faces, 95% isn't anywhere near good enough. We have evolved over millions of years to detect the most subtle of differences in faces so that we can identify eachother. If anything about the way our brains expect a face to be shaded is off, we detect it.
Getting the eyelids, nose and especially ears to look correct requires you to start using back-scatter maps as well as an internal skull model to further affect SSS. Or else you get the typical "ears look like wax" complaint because the SSS had to be lowered so much to allow the rest of the face to looks somewhat natural.
>>503635 As if anything substantial ever happens on a yearly basis. It's a scheme to pay for bullshit development that keep selling you the same product at a fixed rate, further removing and incitement or pressure to innovate.
>Anti-monopoly only comes in when there is almost no competitors in the marketplace.
With max maya and softimage autodesk easily had over 90% of the proficient user base in it's pocket. If that isn't a harmful polarization of a market I don't know what is.
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