Man, 25 years, Slavic appearance: Round or slightly elongated egg
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man, 25 years, Slavic appearance: Round or slightly elongated egg-shaped face with soft features Wide-set gray or blue-gray eyes Straight, The nose is quite wide at the base. Elongated ears with noticeable lobes. Medium-length eyebrows., not fused on the bridge of the nose Straight short light brown hair, light brown or dark brown tone Light skin with a tendency to freckles Above average height To achieve hyper realism it is necessary: Carefully work out the anatomy and proportions of the face and body Add small details - pores, wrinkles, skin irregularities Apply highly detailed textures with subsurface light scattering effects Use motion capture technologies for smooth and natural animation Set up believable lighting and rendering for photorealistic results Key tools: ZBrush for sculpting and detailing Substance Painter for texturing Motion capture for animation Unreal Engine, mayan, V-Ray for final rendering Achieving hyper realism requires a lot of time and computational effort, but allows you to create characters that are almost indistinguishable from real people. The main difficulties are to avoid "uncanny valley" and find a balance between realism and artistic interpretation.
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man, 25 years, Slavic appearance: Round or slightly elongated egg-shaped face with soft features Wide-set gray or blue-gray eyes Straight, The nose is quite wide at the base. Elongated ears with noticeable lobes. Medium-length eyebrows., not fused on the bridge of the nose Straight short light brown hair, light brown or dark brown tone Light skin with a tendency to freckles Above average height To achieve hyper realism it is necessary: Carefully work out the anatomy and proportions of the face and body Add small details - pores, wrinkles, skin irregularities Apply highly detailed textures with subsurface light scattering effects Use motion capture technologies for smooth and natural animation Set up believable lighting and rendering for photorealistic results Key tools: ZBrush for sculpting and detailing Substance Painter for texturing Motion capture for animation Unreal Engine, mayan, V-Ray for final rendering Achieving hyper realism requires a lot of time and computational effort, but allows you to create characters that are almost indistinguishable from real people. The main difficulties are to avoid "uncanny valley" and find a balance between realism and artistic interpretation.
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