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


#621

Thanks a lot for feedback, I will try to improve. Already added a specular map (noticeable a little on the forehead) but it seems as if I need to make it a little stronger. Again thanks for feedback :thumbsup:


#622

Nice work here, looks it have a good flow. Even if not accurate anatomicly, I like the Budda eye style :slight_smile:


#623

Hey cant,

I was looking at this again and was thinking, it looks like you might already have a bump, but maybe make the bump a little more noticeable, right now to me it looks kind of plastic like, it is all smooth and nice, i think if you could bring some pores out a little more and some wrinkles or something to break up the nice smooth look of you model, that might help. just a thought. peace

Katon


#624

Well, itĀ’s taken a few days on and off, but I finally made it to the end of the tread! Yah! During that time I have been working on my skin texture as well. Towards the end of the tread I came to the conclusion that I will get my eye textures to look correct first. Then texture the head around that. Keeping the same lighting etc. Hopefully I can reach the same level as all these great examples on this thread. So, without further ado, here is where I am at. Please C&C. I have some HDR tests running now.

On another note, I donĀ’t think my monitor is calibrated correctly. I am posting two pictĀ’s. Does the first one look too dark to everyone?

SW used, LW & PS.


#625

Yes, the first one is dark (although not completely blacked out).

Also, your irises are way too small. They should be about 1/2 of the diameter of the whole eyeball I think…


#626

Thanks Laa-Yosh. After pointing that out, they do look a wee bit small.


#627

pretty good eyes, but yeah they are out of proportion. maybe try using a reference illustration. From an anatomy book er something… I guess it depends on the character… is it meant to be realistic? … oh and don’t bother using hdri for yer test renders it’s kind’ve a waste of time… but nice colouring job… especially on the eye iris… :slight_smile:


#628

Please let me know what you think! Still trying to deplasticize the texture.

Thanks.


#629

hmmm…


#630

Looks like a very good start to me. The eyes are a little distracting as they seem to glow in the dark. The skin looks slighty off-coloured or to less saturated (greyish) and to uniform. The nose is very smooth, in reality the pores are more noticeable on the nose than at other spots of the face.
I like the way you modeled the mouth.
Norbert


#631

Having some problems with grey shadows. As in the tear duct corner of the left eye in this shot. And on the back side of the head. No that is not supposed to be stubble… any thoughts?

Thanks


#632

Trying again :slight_smile:

And a few other renders:

Here is the thread…


#633

This is really not to bad. But it does need work. But I geuss I sholdnt say anything I cant even do it this good.


#634

Oooh I keep forgetting to check this thread - I see it’s still going strong :smiley:

Gone through the last few pages, here are my comments for the ones I’ve seen…

Hydra, that poor guy looks like he’s had a really bad sunburn! You need to lessen up on the reds in there and also lessen the saturation somewhat. Your bump map is also a bit strong and a little too rough/big in places (especially the nose). Your specularity is becoming a bit burnt out (look at the tip of the nose), so try using specular colour to fix that.

imageflood - your guy is looking a little lifeless. I think that you need to increase the saturation of his skin tone, and also add more subtle tones into it (reds, blues, etc). Your skin is also looking a little hard - try playing around with the shading to soften this :slight_smile:
Not sure what program you’re using, but adding a translucency map would really help those ears a lot if you increase the translucency in those areas!

the_jonas - firstly you need to do something about the lighting in your scene, it’s far too bright! Your skin is also very orangey and a bit too saturated too perhaps. You need to make some tonal variation because right now it seems to be one flat colour. Skin appears to have a lot of tonal variation because of the blood vessels beneath it that make it redder/more blue in some areas, and also because it reflects quite a lot too.
Your render is also a little small. Post some (preferably larger) renders from some different angles because it’s kinda hard to make suggestions on what you’ve shown :slight_smile:

cANt - a good colour map, although parts of it look kinda shadowy. You need to start working on your shading now - getting the speculars, reflections, and translucency and all that working nicely to make it look fleshy. Keep posting updates!

Ruprict32 - your texture is way too desaturated! Peoples skin only goes so white when they are dead :stuck_out_tongue:
I don’t think your skin looks plasticy, I think it looks hard and metallic. You need to change your specular setting to try and fix that.
Also try setting up a slightly more even lighting rig to compliment the skin.

Orangefisk - I’ve replied in your thread :wink:


#635

great thread :slight_smile:

i am currently testing the ā€œlight shaderā€ from www.vreel-3d.de …


#636

Ok sorry if somewhere in this thread the answer to my problem has already been mentioned. It’s just that i don’t won’t to read through 41 pages of texturing stuff to find i’m still stymied.

Ok I haven’t done much texturing work in the past, however i’m not a total noob. I basically have been spending all my time modelling, and nevermind how to make a skin look correct with all the HDRI and spec maps ect.

What i would really like some help with, or if someone could point me in the right direction of what the best way to unwrap a realistic head in 3dsmax would be. (or another program is good to…for the concept i suppose.)

What i am having trouble with is that i am using texporter and in the image that it’s producing (template) it is very hard to understand where the contours relate to my model.

Does anyone understand what i mean. (arrgggh!)

Basically i am trying a method of relaxing my model first to a certain degree, then unwrapping, then taking off the relax later to see my results.

This thread seems to be kinda lightwave based (or maybe it’s just me) That’s ok but if anyone understands my maddness please point me in the right direction.

Thanks a ton.
Nice thread BTW Leigh


#637

Originally posted by Chrischan
[B]great thread :slight_smile:

i am currently testing the ā€œlight shaderā€ from www.vreel-3d.de …

Translucent by vreel (aka Arndt Von Koenigsmarck) is very cool and extremely fast for 3S fx, i used it in this pic:


#638

New version with adjusted color and gloss/spec map…

thoughts?


#639

i post mine need some help it s my firt head and texturing too


#640

Thanks for the crits Leigh! Here’s the latest rendering, I tried to increase the saturation. Just to redden it up a bit. I still think I need to tweak the colour map a lot, just to have more variance between the whiteness of the neck and the redness of the eyes and nose etc… I still have to tackle the world of translucency. Currently just using the standard maya renderer. I have yet to figure out SSS. Soon enough tho! Gimme yer crits on this one. Thanks! :wink: