Very good Leigh !!! Excellent in fact, I’m jealous…
Ok, I’d like some other pov, to seeee better 
And your last one , for my bad taste, is a little under lit (hey took me time to find something to say…).
Take care
Very good Leigh !!! Excellent in fact, I’m jealous…
Ok, I’d like some other pov, to seeee better 
And your last one , for my bad taste, is a little under lit (hey took me time to find something to say…).
Take care
Might as well post up a character i’m working on. I’ve started painting maps today, and i’ve mostly worked on the center of the face. The maps aren’t nearly done and neither is the shader. So far i’m working with gloss, spec, color and bumpmaps.
I’m looking for some info on how to do fast, good SSS with Brazil, though. I’ve tried faking it with a falloff map in the diffuse slot, but that’s where my color map goes too, since Max doesn’t differentiate between the two. The falloff map is set to lit:shaded, and the shaded part is red and the lit part is skin color. The highlights are blueish. Anyone have a better suggestion?


Lot of work remains, i’ve only just begun on texturing and since i haven’t done anything but alphamaps before i need pointers. 
L.
upate on my earlier post : ) probably too dark still, really struggling with lighting and specularity (want brighter reflections but without making skin look wet - like it does now)

Wow wow wow ! Impressive !!
What app ?
Radiosity ?
Render times ?
Post some wires and maps please !!!
anyone knows a good uploader page?? (i got a wip to show)
the vi2.com upload server is down 
i’m not sure if i’m allowed to do this. if i did bad then delete this, and acept my apology. i saw this in the forum, it’s done by a member call “Virtuoso” , and i think it’s amazing.
follow the link
I’m looking for a good way to do pores… How do you guys handle them? Has anyone tried using the specclemap and then doing to sizes of speccles and controlling them with a blendmap and a mask? (To get larger pores on the forehead, beside the nose etc.)?
(Max5, by the way).
Is there a better way?
L:
Benfalcone: That’s looking pretty good, you might want to check the positioning of the upper lip colour!
I’m working on my first head, and i thought it could be good idea to put here within this very nice super model/skins !!
as i said it’s my first try, so dont be very brutal 


Everything is a bit much in that skin. The highlights, the bumpmap, the colors. I’d try to tone everything down a bit. Scale down bumps, make a specmap so you don’t get high specularity everywhere (you basically want high spec around the eyes, on the forehead, on the nose etc), maybe a glossmap too and desaturate the colormap a bit. That would improve a lot on it i think.
L.
Hi. I’m trying to skin my first human head, but i can’t even start with the process, i’m confused about what to do first. it is not just about painting the face features in a plane because i need it to be just like a photo reference (i’m skinning Björk’s head). So I don’t know if start with a frontal picture, blend it with side views and then adapt the UVMap to that, or the opposite, get the wire with textporter and paint according to that (having to paint instead of clone the photos). How do you start planning your texturing process? I’m ashamed to say that I’ve been kinda paralyzed without knowing where to begin, then starting one method, then switching to the other, then…
Another thing… how do you texture the lips? in the same head map or a separate one? (to control the moisture look of it, and to avoid to paint in the highlights)
Ok, i’m feeling that i’m asking before even trying, but i’m kinda stuck conceptualy, any help will be most appreciated
Sir Patroclo
Whats the best sites for HDRI image downloads?
Ripper - what are your eye setting for lightwave?
One way you can use a photo is to planar project it onto your model. Then bake out the texture (if your modeller supports this of course) with this projection on it. In Maya you use convert to solid texture in the hypertexture window.
The baked texture will then map directly back onto your model. It will probably need a fair amount of touch up in photoshop. Especially if it was taken with a flash and still has the lighting.
To make lips glossy most people make a specular map and make the lips much brighter to make the spec much brighter. If you have control over the spec blur you may want to make it less blurry too. I think it’s a good idea to base the spec map off the bump map… but I’m not too sure about that.
Simon
I have been following this thread for some time and realize that I have been expecting the light to go on about something but it hasn’t really.
Here is the first (and only) human skin I have done. It is my son, Sol. I did the usual set of color, spec, bump maps etc.
I keep hearing about “shaders” as if they are something else. Can somebody explain them to me.

Hello All,
I thought I would post my question here, since I am working on my first uv for a characters head. But, if I should post it somewhere else let me know:)
Here it is. I am setting up the uv’s on my characters face and I made a morph of his head , like the example on menithings.com. So, I manually unrwraped his head and things are looking pretty good for me. But, when I go back to the base object I get the errors circled in red. There are two points sharing the same space there, but when I merge them, the points magically move along the spline. Until it is all fixed.
But, since I merged all those point together, they are no long on my uv map for me to pull around and edit.


This is a lightwave wierdness that you have to get used to: before tweaking the map, you need to go to the points tab and ‘unweld’ everything. Then re-merge after you’re done.
Would be nice to have a better solution in (cough) eight. Also would be nice to have a center line in the uv - which would be the active axis for symmetry. You can tweak symmetrically now, by pulling the center of your uv mesh over to the left side, then activating symmetry and tweaking.
Is it just lightwave wierdness that is moving the point along the spline when I weld it in the top example?
Originally posted by dobermunk
… You can tweak symmetrically now, by pulling the center of your uv mesh over to the left side, then activating symmetry and tweaking.
Thanks for this bit of info, that was going to be my next question. I really appreciate it.