Bennels
01-18-2003, 02:26 PM
Ok, so I often hear people talking about simulating or faking the quite complex qualities of human skin. In this tread I want to uncover as many thoughts and opinions as possible in this area. I am no expert in the field of texturing but I really love learning new techniques. I’m all for sharing, so attach your material, a pic of it in action and a note about how you made it. This isn’t program specific (as in post stuff from any program) so I hope everyone can get something out of this thread.
I’ve been working on a procedural based skin for a few hours here and there, and have come up with the following. It is quite simple and basically uses a strong hi-light for extreme angles (to simulate the oily sheen) and a soft dull one for lower angles. While several fall-off maps bring life into the troublesome areas in the shadows and dark areas in the diffuse, extra lighting and translucency channels. It was created in MAX 4.2 with a raytrace material.
Skin material (zip) (http://www.benbryan.net/stuff/skin.zip)
http://www.benbryan.net/stuff/skin.jpg
http://www.benbryan.net/stuff/skinear.jpg
I’ve been working on a procedural based skin for a few hours here and there, and have come up with the following. It is quite simple and basically uses a strong hi-light for extreme angles (to simulate the oily sheen) and a soft dull one for lower angles. While several fall-off maps bring life into the troublesome areas in the shadows and dark areas in the diffuse, extra lighting and translucency channels. It was created in MAX 4.2 with a raytrace material.
Skin material (zip) (http://www.benbryan.net/stuff/skin.zip)
http://www.benbryan.net/stuff/skin.jpg
http://www.benbryan.net/stuff/skinear.jpg
