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Finished the lighting and all the last details for the last Halloween shot. It's split up into four renders, two per version.

Also spent some time on some adjustments to skin shaders. For a few months now, I've been rendering at lower sample counts. From 15.000 earlier in the year to 7501 nowadays.

I think the difference is minimal, especially after denoising. But I had noticed some lack of definition in skin recently. So I'm bumping up some details in the skin a bit. This way, even at lower sample counts, skin still looks like it has pores and all that.

I've also increased some sheen and glossy qualities of the skin. Since my renders are usually underlit, darker and rely on edge/side lighting, having some extra sheen can bring some clarity to the character and make them "pop" out of the environment a bit more. 

Also added a more exaggerated cornea bulge, so the eyes pick up more sparkle and shine a bit more easily and to prevent dark rings at longer shots.

These changes will be applied to all characters.

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Comments

Robert D.

Those skin details are impressive 👌