Human Skin WIPs and Tips (Everyone feel free to post your own skin WIPS here too)


#301

I’m moving this thread out of the pit of flames that is the LW forum, since I refuse to post in that forum anymore.
This topic is better suited for the Texturing Forum anyway.

Phugative - that’s really cool so far, although perhaps a teeny tiny bit orangey :wink:
The bump map also looks too rough, but that might be the compression of the image.


#302

Originally posted by Leigh
[B]I’m moving this thread out of the pit of flames that is the LW forum, since I refuse to post in that forum anymore.
This topic is better suited for the Texturing Forum anyway.

What happened there Leigh ? Something wrong ? :frowning: I hope nothing too bad. (I’m a bit confused, i’m not always reading everything there)

I hope you’ll keep working on Vigo :thumbsup:


#303

Leigh, have I missed something? Why do you refuse to post anything here any more?


#304

There’s also a free modeler plugin off of Flay called UVimaginator that let’s you select image file and res. It exports a perfect image ready for photoshop to paint.


#305

Strike - of course I’ll continuing with Viggo! :smiley: I’m just REALLY busy with some stuff at the moment - work work work :stuck_out_tongue: I keep looking at my renders of him, and thinking wistfully of when I’ll be able to get back to working on him…

As for the LW forum, I’m just sick and tired of having everything I say (and don’t say, for that matter) over analysed, criticised and bitched about. And I’m sick of all the normal threads that just deteriorate into flame wars there. It’s totally ridiculous. Plus, I just have to deal with too much stuff behind the scenes with that forum too, that I really can do without.

Claw - read above…


#306

this is a great thread.
I was wondering what tips/criticism you can give concerning this WIP.
(i started with a hand rather than a face because i thought
that would be easier - jeez i was wrong.)


#307

LOL yeah hands are MUCH harder than heads :stuck_out_tongue:

Well, this looks like a good start though. The palm seems a little squashed, in my opinion, but then again, all hands are different.
Overall it’s looking fine in this render, although the skin might be a little too smooth. Hand skin has loads and loads of lines, not just the main lines that you have there.
Something you should add to the colour map is some vein detail, particularly on the underside of the fingers :slight_smile:


#308

Hello all!

Very nice thread, so I decided to participate! I am also working on my VERY first head and so also on my very first highpoly head texture! What you think, what is there to improve? I know the head is not anatomicaly 100% correct (as said first one), and it need some more details around the eyes (hair on the eye is also missing). What did I also do wrong?

http://www.josh.ch/phpmywebmin/_uploads/cANt/HeadPreview.jpg

Thanks for any constructive feedback or criticism!
cANt


#309

Hmmm… I know this is going to sound really nasty, cANt, but I really think that model needs a lot more work before texturing it :sad: The skin textures at the moment look like a good start, although perhaps a little dark. But that might just be the poor lighting.

I really recommend that you go back and fix the model before making too much progress with the textures though. The fact is that if you ignore the modelling problems and go ahead and go into lots of details with the texturing, and then later decide to go and fix up the model, you are going to have to end up redoing parts of the textures, which is really irritating.

Anatomically, I would suggest checking out sites like www.fineart.sk and checking out some good head references, and fixing up your model accordingly. In my blatanly honest opinion, it would be a waste to spend a lot of time texturing what is, at this point in time, a rather poor model. I really am sorry to give you such a harsh crit, but I hope that you understand what I mean. I know you’re a good artist, so you shouldn’t have any problem fixing this :slight_smile:


#310

Another test on lightwave

First : RENDER

After creating all my maps (color, spec, bump), i put the object in scene. Then i activate radiosity 6x18 - 135% intensity.
I add the color background you can see below, and put an area light in front top of the mesh. Intensity 60%
I put Ambient intensity to 0%
Beside the main mesh, (to the left) i create a 4 poly faces, blue color 200%luminosity, 200% intensity, invisible by camera, and just stretching it to the lenght of the main mesh. This one will act like a light diffusing reflection of the first light, and its own luminosity.

rendering :

Then i save in psd32 format, and i open photoshop.
I keep just the alpha channel, and then modify on this one : Hue/saturation, Colors, and Levels.


#311

That looks awesome Strike :thumbsup:


#312

Hey Leigh! :wink:

No problem, I can very well handle honest critics! I am always more satisfied with some real constructive critics than people who don’t post their real opinion!
What you said was actually also the case, I put a lot of efford into texturing and tried to ignore the poor model (as said my very first head) at first because I thought that I could fix it with some nice texturing, but texturing highpoly stuff is also very new to me so I didn’t really had the desired success here also. No problem, learning is by doing, progress comes through experience and so I will keep working on it and totally restart from scratch. I used to work with the fineart references (I decided for Angelina Jolie) and tried to build it using the awesome Joan of Arc tutorial, but hell I got the time to improve, because I am only doing this as a hobby and I surely will. Modelling is still very new to me (opened Max the first time about 2 months ago) and time will bring progress!
Again thanks a lot for your very honest opinion :beer:

Greetings
cANt


#313

Strike, how do you feel about doing an eye brow and lip tutorial? :wink: :smiley:

Great work mate. :thumbsup:


#314

Strike-
Looks great, but I think the skin could use a little more red and translucency, especially in the nose and the ears, respectively. Also this isn’t a texturing thing, but that guys eyes are way too far apart. Nice job though, the bump map work is excellent!


#315

lookin’ real good .::STRIKE::. Maybe it’s just me but it seems that texture is little stretched on his chin. Just a little UV fix.


#316

Okay I have my uv map and I have my skinn all done but I cant figure out how to do speckels for his chin upper lip and head what do you do to do this.


#317

Thanks leigh for the tip about putting veins in, i hadn’t thought that. And i modelled the hands based on my own (damn my squashed hands, i wish i was a midget).
I was wondering what you thought about the skin colors though?


#318

Maya/Photoshop

I posted before, but I have taken it further. This hand is going to be part of a still I am working on that will be CU of a climber’s hands. I need to add more chalk, ie chunks and maybe work on the bump map. Though your hands dry out alot from chalk and the wringles always looked more defined, but I would like to know what people think.


#319

looks great phugative. i love the fingernails though he should give up smoking:) - has that nicotene look.
I was wondering how much of the image is photoshop and how much is maya?
Can we also get a peek at the palm side.


#320

dday- Very little photoshop, a little tweak with color balance and contrast and I played with selective color. I basically just removed some reds and added a little more color and contrast to the shadows. I am still texturing the palm side, I don’t have the fingerprint pattern yet, and I need to paint fine wringles.