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


#641

That’s definitely an improvement, imageflood :slight_smile:
There is an odd blotchiness to it now though, perhaps from a rough bump map? It looks a little sandpapery.
I think the lips could definitely do with even more red, and the areas around his eyes could also do with more tonal variation (very subtle blues and reds), and maybe some wrinkles too, since this guy is clearly no spring chicken :slight_smile:

For translucency and all that, have you seen Julian J’s tutorial on “Dr Julian”? I’m not sure where the current link for it is because I think he moved his site recently, but try searching through Google for it. If you haven’t seen it before, I HIGHLY recommend checking it out because he details his Maya/Photoshop texturing process in exquisite detail, and his final result is awesome. A very valuable resource for anyone working on skin, especially in Maya :slight_smile:


#642

hey leigh, yeah actually Julian’s tut was the basis of my “skin workshop” heh… His tut was great, the only thing I found hard to understand was his shader network and how all of the maps he used were connected. He didn’t really go into too much depth as to where nodes were effecting the skin… I guess I should give him an email or something… heh… Or maybe just trial and error with the hypershade… :slight_smile:


#643

k, I added some variance in the colour map, coloured the lips a little more, and tweaked the eye colour map as well. Translucency is next on the agenda!

The character is meant to be a post WW2 office worker… kinda depressed, gaunt, and absurd looking. I’m still thinking about applying hair to him… maybe some eyebrows and a bit of hair… kinda’ balding… blackish gray hair. Much to be learned by creating a character! It seems to never end! heh… let me know what you think about him so far! :stuck_out_tongue:




#644

That’s definately looking better, imageflood.
I still think the skin looks a bit blotchy/rough though. Did you have blurred noise in your colour map?

To make him look more gaunt, you should try adding dark rings below his eyes, and also some harsh wrinkles around his mouth, to make him look almost like he is scowling.

The skin is also looking really dry, I should have actually mentioned that before. Try altering your specular/reflection map to give the skin some moisture :slight_smile:


#645

I agree that the skin does look dirty, I was kinda going for that look, kinda blotchy and sick, it could use some tweaking still, like making it appear only in certain areas on the skin. I still might add some larger spots and moles, just to give it some more variance. Kinda like Dr. Sid’s skin in Final Fantasy. I’m also thinking of adding more skin pore detail in the spec and bump map. Just cause the hotspots seem kinda flat and boring. Much thanks for yer crits leigh!
:beer:


#646

I couldn’t resist the chance to post in ‘The Biggest Thread Known to Man’. :smiley:

Following on from Chrischan and ThirdEye_01’s posts. It’s possible to reproduce the tinted shadow effect light shader gives by using the arrangement of SLA shaders described in this thread: http://www.cgtalk.com/showthread.php?s=&threadid=89583. Should be handy for anyone using an earlier version of Cinema 4D than 8 (which light shader requires).


#647

Here is my little contribution to this great thread.
Model&Render max5.1.
4 Spots, 1 OmniLight and a little skylight.
There’s no SSS, the translucency (ears) effect is just a self illumination map :).


#648

Wow! That’s very nice:applause: . Got any more like that ??


#649

Nice work reiv… I like it!
Are the hair made with Shag?

Keep on.

The ripper.


#650

Here’s my head, first post here:) hope you like it…


#651

Very Nice Rendering Reiv!


#652

reiv
Heya Reiv!
Love that pic!
I’ve been working on a head myself, and when it comes to texturing i just can’t get the shader right!

So, could you please post a screenshot of your material-editor, and maybe some of your texture-maps for study?

Then you’d be the the greatest! :thumbsup:


#653

She’s gorgeous, Reiv


#654

kk hello all, I just newbie on skin texturing, could anyone help me, give some comment to this thing…

yeah I knoe it look like a sishy guy, and I wrote some stuffs that you dont undertand (hehe)


#655

that’s a guy? LOL, look good man, can’t beleive u modeled with eyes closed?!
well for starters as a nOO-B (i am one 2 @ texturing, hehe) u could split the head up in the areas where UVs are tangled . for example the top of the head can have it’s own UV coordinates then lay them out nicely, then sew them with the rest of the head etc… or u can try a quick cylindrical map wrapped around your model, that should give u descent results.
use procedural texturing as it is easier, and since u r starting, make a 512x512 map for textures (IMO it is best to start small then go bigger as u progress).
best of luck to you>
PRACTICE<PRACTICE<PRACTICE
:buttrock: :buttrock:


#656

Originally posted by The Ripper
[B]Nice work reiv… I like it!
Are the hair made with Shag?

Keep on.

The ripper. [/B]

they look like geometry to me… i could be wrong tho:shrug: , but shag looks less stiff


#657

D-tox: Looks good, but it looks like there’s a series of lines wrapping horizontally around his head. It’s wierd. I’m guessing it’s noise on the bump map, but I’m not totally certain.


#658

Thanks for the comments :slight_smile:

The hairs are made with ShagHair

And here is my skin material:


#659

:surprised


#660

I know that’s a little messy :slight_smile:
Maybe this could help you :

Atténuation = Fallof
Bruit = Noise
Mélange = Mix
Dégradé = Gradient
Cellulaire = Cellular :slight_smile: