[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/3/ - 3DCG


Thread archived.
You cannot reply anymore.



File: 1573300280867.jpg (76 KB, 638x501)
76 KB
76 KB JPG
whats his forehead specular map like
>>
File: plain-white-background.jpg (66 KB, 1920x1280)
66 KB
66 KB JPG
>>709145
>>
>>709146
I know 3d artist only work to asset specs but be more original goddamn
>>
>>709145

Low spec high gloss. Faces have next to no specular.
>>
>>709145
To understand it better it's useful to understand what phenomena is hinted at in the shading model.
Specular highlights don't really exist in reality, in reality specular highlights are just a reflection of the surrounding and everything is reflected, not just direct lightsources.
So think of it like this anon, specularity is supposed to corresponds to how much light is reflected from the surface.

The more mirrorlike it is in reality the higher the specular should be.

So if you can tell the direction to a lightsource in the surrounding by looking at a surface it is very specular.
The more the surface shows the color of the surrounding rather than the color of the object itself the more specular it is.

Gloss value correspond to how readible the image is, if it is a dimm image that is low gloss, if it is a sharp mirrorlike image it's high gloss.

Now consider his skin. Living human skin is very oily and like the surface of water therefore highly specular.
But the liquid is also very thin and showing the color (diffused light) of what's underneath that that film.
It's a complex surface that can't be correctly depicted very well with a simplified shading models
why most people/studios who know what they're doing will use special shaders for skin that has different
simplifications that attempt to capture the look of that particular type of surface.
>>
>>709182
>cont

Now, at the same time as your skin is highly reflective most of your skin is also very rough if you really zoom in and look at it.
Like look at the skin on your forearms, you can see it's very reflective if you sit in a dark room infront of a monitor
but you can also see it has this tiny square-dimond shaped texture to it where your skincells form tiny islands surrounded by valleys.
Each of those are about as reflective as that mans forehead, but because they're not as smooth as the skin on a hairless head
the overall effect is that you don't get any unified reflection like that across a wide surface and if you stand back it looks largely diffuse because the microstructure is so fine.

If you now extend your hand back and examine your wrists, there the skin is rubbed smooth, see how much more unified the reflection of the surrounding is?
That's what going on with the forehead of that man, not that it is significantly extra greasy compared to other places.
>>
>>709182
>>709183

Seems written by a schizophrenic but overall not too inaccurate.

Specular highlights do exist, that's the label for when a light is visible in the reflection.
>>
>>709183
so you be saying it looks mirror finish because the level of detail at the camera distance and sensor capability dictates so
>>
>>709246
Yes. A glossmap can be understood as a sub-pixel bump map, instead of storing the complex surface structure that gives rise to what we see
we just store the pixelvalue of what is visible at that particular point.

One could do away with the glossmap all together and capture what is really happening more accuratly if we could create and store
a bump/normal map that was like 1000000x1000000 pixels and we had a really good image sampler.

The reason different materials have different glossiness is because of surface microstructure.
If polished to a perfectly even surface any material will start to behave like a mirror, it may be a weak reflection but it will be a sharp one.
>>
>>709273
True story. On mythebustrs they polished their turd cutter and made it shine.
>>
>>709145
It's obviously a dome, like the xenomorph.
You can clearly see the the refraction effects in addition to the specular reflection.
That's not a simple single surface.



Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.