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View Full Version : Realistic Texturing in PShop Help!!!


uhuru
10-26-2002, 01:18 AM
OK OK OK :) Now that I'm starting to learn how to paint realistic textures in photoshop I have a much better understanding of what I really want to ask...

Could somebody PLEASE just give me a good example of the number and type of different layers he or she created in painting a realistic looking texture for a human face in photoshop. For example, I just would like someone who is good at this stuff to tell me "Ok I used 8 layers in creating the Color Map...1.) wrinkles 2.) the main tone 3.) freckles 4.).... etc. ...Then for the Bump Map I did....etc. etc." You see what I mean? If someone could just tell me this, it would be a tremendous help.

You know what would be even better?! If someone could find it in their hearts to email me (or post if u can) a photoshop (.psd) file of a complete human skin texture example. This way I could go through all of the layers and get a better understanding of what was done. I would pay money (if I wasn't broke) for something like that! My email address is munn3d@yahoo.com.

Thanks!

snot_nose
10-27-2002, 06:43 AM
I think a lot of people would want to get a PSD like that.
it would defiently increase the texturing population
:D

leigh
10-28-2002, 04:13 PM
I'd upload one of mine, but they are all about 80Mb big :sad:

As 2btys said, there really isn't any set amount, You just do what you have to do :)
I generally like to do each little detail on it's own layer, and use blending modes to get the right effect. The Photoshop file that contains all the maps for my orcs head that I am currently working on (link here (http://leigh.cgcommunity.com/images/Orc_05.jpg)) has about 15 to 20 layers for each attribute. The most complex were the bump layers, of which there must be about 25 layers.

It's best to do them all in the same Photoshop file, as that makes it a lot easier to ensure that every map for each attribute includes all the details that it should (remember, if there is a detail in one map, then it needs to be in all the others, in some way or another).

I really would send the Photoshop file, but as I said it's just far too big.

MasonDoran
10-28-2002, 04:18 PM
there are no rules m8...u do what it takes to get the job done. there are no optimal number of layers....it doesnt matter. You are mostly on your own for that....tips are. Learn to use the burn/dodge tools for shading.....the clone tool for removing seams.....the smudge tool to blend and soften gradiations


for layers....one tip is to have duplicat layers and tweak the bottome layer with brightness/contrast and or color correction and then use the eraser tool on the above layer to reveal the bottome layer in subtle ways.

use the color dodge and multply when u paint....and or as a layer function with a low opacity setting.....which is handy for dirt affects.

Gentle Fury
11-06-2002, 08:44 AM
heres a head :

http://exurostudios.com/render_tests/better_angle.jpg

Here's the color map:

http://exurostudios.com/tex/Manifest_head_color3.jpg

Here's the Shader Network:

http://exurostudios.com/render_tests/shader_network.jpg


Sorry So Brief......im Tired

Happy Rendering!!!!!

:)

snot_nose
11-06-2002, 10:30 PM
?what software are u using over there?
and why does your color map not looking like color map to me? it looks to me more like diffuse map or something:surprised

-wT-
11-07-2002, 06:49 PM
He's using Maya

Gentle Fury
11-08-2002, 02:26 AM
Originally posted by snot_nose
?what software are u using over there?
and why does your color map not looking like color map to me? it looks to me more like diffuse map or something:surprised

cuz the actual color of the skin is procedurally driven.......the color map is merely multiplied to the skin, so its basically like a digital make-up job instead of just making a standard color map. The reason for this is, the skin color reacts to light, so since the color map is multiplied to that then it too reacts to light.

Happy Rendering!!!

snot_nose
11-08-2002, 02:01 PM
fury, hello again:
if it is controlling the scattering of the light on the surface,
so IT IS kind of a diffuse level map (in max) isn't it?

Gentle Fury
11-08-2002, 11:31 PM
Originally posted by snot_nose
fury, hello again:
if it is controlling the scattering of the light on the surface,
so IT IS kind of a diffuse level map (in max) isn't it? ]

Kind of but not really. The skin shader is what is being controlled by the light....thus that is added into the diffuse and the color channels (and transluscence) the image map however is being multiplied by the end result of all that.

So, like i said, all the tex map is, is like a digital make-up job.

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