@briandolan89 hej, thanks alot! for testing and trying out the skin i just export the mesh at a pretty high level and render it :), before that i did an unwrap, but had to rework this cause i used only 1 8k texture for the whole body.. sounds much but isn't.
the tests above are without displacement. it's much faster to export the mesh, than to bake the displacement. will stick to this for testing
i have a fast pc but just 32gb ram, so more would be better, but as long as it renders, i don't care :D. i also disable one core for the renderer so i can work besides rendering..
arnold is pretty good at handling this stuff as long as you convert your textures to *.tx
mari is also quite good at handling a lot of textures.
but with the skin it starts to take some time to render. also baking 4k texture displacements in zbrush takes some time, especially when you have multiple maps.
@Ooyoo, thanks! yes going for the warcraft style!
@crazymoon thanks a lot!
@popol thank you too! yes i will try to add more details to the albedo. i was wondering, if a green orc has green blood, if so there shouldn't be much red in his body :D, but i'll have to forget this idea, as you wrote, it would make him more alive.
did a rendering of the whole boy. albedo is just a color, rest of the body is at an early stage. this time rendered with a displacement @briandolan89. everything renders, that's good.