4 ms·
I'm not a figure modeller but I heavily use the Genesis 8 digital human from Daz 3D [0] My guess is that teeth haven't been that interesting to date and that t
by KineticLensman 6y ago
I'm not a figure modeller but I heavily use the Genesis 8 digital human from Daz 3D [0]
My guess is that teeth haven't been that interesting to date and that the modellers don't have access to hundreds of reference pictures / geometries of teeth for their modelling. As opposed to reference images of skin textures, etc. Tongues are probably the same. In fact I don't think I have ever created a render of a figure with their tongue out.
Once they take the time, the teeth should be easy to improve.
[0] https://www.daz3d.com/technology/ https://www.daz3d.com/technology/
- Budabellly 6y agoI would say that modeling teeth with geometry is very easy. The material, lighting, and rendering is the challenge, especially when you consider all of the occlusion (and hard/soft body dynamics) from your lips that is inevitable with teeth. Some form of subsurface scattering[1] is a must, and not easily done in games/apps because you can't really "bake" it like you do for most other textures to run performantly. [1] https://en.wikipedia.org/wiki/Subsurface_scattering#:~:text=Subsurface%20scattering%20(SSS)%2C%20also,surface%20at%20a%20different%20point https://en.wikipedia.org/wiki/Subsurface_scattering#:~:text=....
- kleer001 6y ago(20 years vfx experience, me) Subsurface scattering is the correct answer. It's a very small area and a very expensive calculation. Teeth are translucent and the coloured lighting on them changes rapidly.