Feedback loop (CLOSED)
397Work in progress! I'll make a little breakdown of my project.
So I already had this idea that I wanted to try model kinbaku/shibari knots. So I gave it a go and this is what I came up with
Now these were just curves in Blender, I would then go on to more properly fit them to my character in Zbrush. And I later made a quick little sleeved cable texture in Substance designer for them for some nice displacement and that.
For my character I opted to start with a subdiv 0 no-morph Daz basemesh, I then reshaped and detailed her in Zbrush. This also let me block out some posing and export them and saved me from UV mapping.
After some material tests I had decided I wanted to make a translucent flesh revealing a titanium skeleton inside, so I started subdiv doodling one and this is what I came up with

I was kinda feeling the pistons and servos thing, a bit like Terminator, but I was kind of wasting time on it since it probably wasn't going to show much and I definitely wasn't going to rig all the pistons.
Then I did some material tests with it

Was kind of feeling that milky look.
Then I had many small tasks ahead. Modeling eyes, hair and the environment among them.
I made the hairstyle in situ using a combination of hair card modeling and some curve flyaways. The resulting render of which can be seen on the right here

Eyeballs, pretty doodly with this one but I think it came out all right (Substance Painter)

I also wanted my character to be steaming and/or covered with droplets. I postponed the droplets as my initial tests interfered with the shading, maybe I'll add them in another render layer. For the steam I went with a setup in Embergen and made my model emit by vertex color from her back and exported as VDB.
To be continued shortly
So I already had this idea that I wanted to try model kinbaku/shibari knots. So I gave it a go and this is what I came up with
Now these were just curves in Blender, I would then go on to more properly fit them to my character in Zbrush. And I later made a quick little sleeved cable texture in Substance designer for them for some nice displacement and that.For my character I opted to start with a subdiv 0 no-morph Daz basemesh, I then reshaped and detailed her in Zbrush. This also let me block out some posing and export them and saved me from UV mapping.
After some material tests I had decided I wanted to make a translucent flesh revealing a titanium skeleton inside, so I started subdiv doodling one and this is what I came up with

I was kinda feeling the pistons and servos thing, a bit like Terminator, but I was kind of wasting time on it since it probably wasn't going to show much and I definitely wasn't going to rig all the pistons.
Then I did some material tests with it

Was kind of feeling that milky look.
Then I had many small tasks ahead. Modeling eyes, hair and the environment among them.
I made the hairstyle in situ using a combination of hair card modeling and some curve flyaways. The resulting render of which can be seen on the right here

Eyeballs, pretty doodly with this one but I think it came out all right (Substance Painter)

I also wanted my character to be steaming and/or covered with droplets. I postponed the droplets as my initial tests interfered with the shading, maybe I'll add them in another render layer. For the steam I went with a setup in Embergen and made my model emit by vertex color from her back and exported as VDB.
To be continued shortly
! REPORT
Some more stuff

Sculpt and painter makeup layer. Not overcommitting on the details, or maybe I am considering its real-estate in the render.

Here is my scene in Blender, backdrop models were quickly thrown together from some box modeling apart from the pin vice that is from a cc0 source that I just plopped in to round things out. Luckily we have depth of field! Right is a detail from my Zbrush scene, bottom are from steam VDB tests. For my render I had to settle with Eevee volumes though, and spare my computer ten hours of pain. Speaking of which, here it is (oops 50megs). Sexy? And also a bit of horror?
Can you handle the feedback loop?

Sculpt and painter makeup layer. Not overcommitting on the details, or maybe I am considering its real-estate in the render.

Here is my scene in Blender, backdrop models were quickly thrown together from some box modeling apart from the pin vice that is from a cc0 source that I just plopped in to round things out. Luckily we have depth of field! Right is a detail from my Zbrush scene, bottom are from steam VDB tests. For my render I had to settle with Eevee volumes though, and spare my computer ten hours of pain. Speaking of which, here it is (oops 50megs). Sexy? And also a bit of horror?

Can you handle the feedback loop?
! REPORT
So where did the skeleton go? Well, it's a bit mangled but it's still there. I had trouble with getting the transmission to look like my tests and how I wanted in my final render scene. Not enough time to fiddle around and with everything in place render's became very slow. Some other corners were cut as well, I have a pretty long list of things I wish were better.

So here's my goofy skeleton all roped up.
Anyway, here's a thumbnail also


So here's my goofy skeleton all roped up.
Anyway, here's a thumbnail also

! REPORT
Looks amazing! Special respect for the work done.
! REPORT
agba
Karma: 179
Wed, Mar 29, 2023Thank you! And same to you! Yours is the most impressive entry I've seen so far, and a lot of work I can tell. Respect!
Tark_Ark
Karma: 11,120
Thu, Mar 30, 2023I'm glad that I was able to impress people, especially those who also do 3d modeling. I hope to see more of your work.
Kudos to you for putting in so much effort into this. The subtle light transmission is a great touch. Well done and best of luck!
! REPORT
So when I went to sleep yesterday a less awkward an idea for a composition brewed in my mind. Sorta like a triangle in an egg, the egg being inspired by the interior of the Zeitz museum in Cape Town which is pretty much a giant real-life boolean operation. I felt like I had to make it before closing the book on this project, more than I felt the urge to improve this render, but I guess renderhub time is PST and time is up. I was about to post what I got here but I probably shouldn't as not to muddle my entry, I'll render it again after some improvements instead.
! REPORT
Zoobayr
Account Closed
Fri, Mar 31, 2023Your work is amazing buddy! And I love the way your mind works. I wish you the best 






























