View Full Version : Skin Shading
Thilanka 07-27-2003, 08:36 AM I'v struggled so much to create a relistic skin shader.But all my tests look like the model is dead.just like plastic.( not fleshy).Does anyone have a suggetion for what I must do to create a skin shader as the one in the Final Fantasy.
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Marcel
07-27-2003, 12:54 PM
Read this page, it has very good info:
http://www.androidblues.com/shadetut.html
This also has a skin shading part:
http://www.androidblues.com/tutorial/workshop.html
It might be a bit hard to recreate in Max, but it is certainly possible.
You can use a falloff map set to 'shadow/light' to make the object more orange at the 'terminator'. Making the skin look more orange before it turns dark simulates the light going through the skin.
If you have Brazil of Final Render you could do a real subsurface scattering, but that will take ages to render.
You will also need maps for the glossiness, bump and specular color. If you have a scanner you can scan portions of your face (eyes closed :) ) and extract skin patterns.
The lighting of your scene is also very important. Using a skylight you can get rid of the dark spots in the scene, that will help a little too.
Marcel
07-27-2003, 01:12 PM
More pointers on the falloff maps...
Marcel
07-27-2003, 01:13 PM
Self illumination map
Marcel
07-27-2003, 01:15 PM
When rendered it should something like this...
The effect is still not as good as Stahlberg's version, but at least it is a start. Ofcourse you can put a color map in the first slot of the falloff map for the diffuse texture.
Thilanka
07-27-2003, 04:00 PM
Thanx alot.I'll try that one.any other suggetions.
stormtroopar
07-27-2003, 07:44 PM
The latest brazil does come with a very nice skin shader. Haven't used it myself, but the results I have seen looks great. It also incorporates subsurface scattering properties. Go to splutterfish's website and check out the gallery.
Youth
07-27-2003, 09:09 PM
If You want a real human skin you use brazil advanced (WAX shader) it's make SSS (Sub surface sctattering)... I think this is the best alternative...
Marcel
07-27-2003, 09:13 PM
Remember that those SSS solutions are great, but not vey usefull yet to use in an animation. Unless you have a big renderfarm and time to spare ofcourse :)
credmond
07-28-2003, 01:31 AM
in addition to a falloff map that pushes the shadows to red you can use a falloff map to push the highlights to blue as well
credmond
07-28-2003, 01:32 AM
related thread . . .
http://www.cgtalk.com/showthread.php?s=&threadid=63930
Thilanka
07-29-2003, 04:05 PM
Thanx all for the help.Specially Marcel for his hints.I'll try mixing them up.I'll soon show the results to all of you who helped me.
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