Tried my hand at modelling something a little more complex, but the ears pretty much defeated me

Waaas but a lil subsurf ruined that...

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Also here are some alts with my poopy attempts at subsurface scattering.

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Fun with subsurface scattering & rainbow highlights

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Mars Perseverance Rover

Ground-penetrating Radar Imager for Mars' subsurFAce eXperiment.

"On Mars, the "buried treasure" may be water ice."



▪️ Slot antenna (yellow)
▪️ Every 4in
▪️ Depth 10m
▪️ Stratigraphic Data

Link:https://t.co/ikaCsc4GCF

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So went and looked into some old color studies
Turns out im forgetting to consider subsurface scattering, which i did explore months ago before i stopped doing coloring
Time to relearn yey

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Note that my topology is funky. It was a realistic face and was sculpted into anime style, so unnecessary detail in some areas (like nostrils) But I keep it so I can try half-anime without re-rigging. Also I added loops to check my shading without subsurf, hence tris

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The subtleties of subsurface scattering - my fuckin' aesthetic. It's something I've shied away from trying to render for a while! I think I could probably stand to push it a little harder, but this is a pretty good start. c:

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Been spending time warming up on my logo here's another work in progress adding texture and subsurface scattering messing around

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Trying out some new techniques with lighting/shading, with a focus on skin and subsurface shading.

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for my models i always keep things super blocky and add a subsurface modifier that i turn on/off occasionally, then if you still need sharp edges you can just define them by selecting them and Mark Sharp, then adding an edge split modif and only checking sharp edges.

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Já estou participando da Grande competição de 8 anos do subsurf !!!! Estou muito empolgado e apostei esses dois personagens ❤❤

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「ギャルと恐竜」で人間の輪郭が部分的にだけ赤い線になってるの、これもしもSubsurface scatteringの記号表現ならすごい発明な気がする

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I don't know if this'll help, but I always skew towards bright pink for subsurface scattering for purple / blue skinned creatures. It's analogous to the bright warmth of red/orange against tan thru brown skin, since it's a step brighter + more warm

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That is still the original "Subsurface" Studio Pupil's work probably Marco D'Oggiono using himself as the Model for Christ, as his other "Salvator Mundi" matches it-But he was poor at "Hands"etc so Leonardo assisted to finish it-His original part has since been much overpainted

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subsurface scattering test

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A simple motion graphics package of various flourish and shape designs. They’re flat, 2d mesh objects with subsurf modifiers, shapekeys and drivers (for animating the designs), attached to a custom property. https://t.co/fQmpMrFG6w

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daily 13

focus: light + subsurf

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If you turn off "subsurface scattering" in the graphics settings, your Zinogre gets this cool glowy effect. Only other monsters whose visuals change, are the Brute Tigrex veins and Savage Deviljhos body. They become very vivid.

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Been making more and more use out of sharp edges in combination with the subsurf modifier to add creases to certain areas of a model.
Also a VERY early WIP of the next model.

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