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


#1101

Awesome work 3Djack,it’s very lifelike.

DerbyQ:I don’t know if it’s me but your image changed for the worse,sorry to sound that way but I think the previous ones are much better except for a few lighting tweaks to do.

His skin now looks too wet could that be the results of using reflectivity?If it is,plug in a map to control it.(unless that’s what you were after)

I also liked the lighting on the beard better in the older ones than in the latest in which it’s absent,add some.

All in all,it’s advancing well.


#1102

Hmm well thats not good… I changed the highlight a bit yes… I was not satisfied with it, but at least I felt it was better then before… oh well, I’ll give it some more tweaking. Thanks


#1103

How’s this for an update? Is this an improvement to the junk I posted before?

Old image for comparison


#1104

Does anybody see any SSS effect in derbyq’s pics?:rolleyes:

It’s supposed to be there, it’s either in alien species mode or he’s not doing it right. Check the ears, shouldn’t there be light coming through, and the nostrils for that matter.:shrug:


#1105

Please do not reply to any of my posts, you never say anything worth reading. everything you pointed out was wrong and if you want to make fun of me do it off the board.
What you could have written is: “Could it be there is something wrong with SSS shader but I feel like there’s no sss visible”
Just to prove you wrong, this definatelly has SSS… Here’s a render with strength turned up… now stop ruining my posts please.


#1106

i think you should test the shader without the texture map, and some backlight controled by a hdr map to know the exact intensity, and make a comparison with some real skin showing ss through a same condition of light.

in a weird way your skin lacks detail, when i watch your image, i get the impresion its plastic, your skin colors are to fluid, icant really see freckles or little spots or anything.

also check the stretching at the ear, and you could maybe remodel the ear, it lacks qualitie. and its very visible because he has no cover up at the ears, so you should try to model them better. your busy with this model for some time now, so making some adjustments in modelling must be worth it.

you have progress with the shader do, it allready looks better. be sure to give the eyelids some ss also, and make them a little less dark. they miss something. i think its the fleshy edge of the eyelids that is dark now. that must be skin color. not dirt. or dark.

hope these crits help a little derbyqsalano.

and im pretty sure jboekenstein didnt mean to make funn of you.

the ss doesnt need to be that visible… but be sure to do good tests without textures, only shader with good backlight to see how the ss reacts etc.

im in no way a pro in this, never pulled of a good skin shader myself… just tried once… but we all look at skin every day :thumbsup:

when my natural women is done, ill go on making some skin shaders myself.


#1107

Derbyq,

What is your lighting setup look like? Are you using MR physical lights? Are there any other details like FG or GI? Also are you using an ambient occlusion shader like dirtmap in your shader?

It looks like close to Mathew McConnehey -once you add facial expressions it will be very close.

Good job, your getting closer.
DD


#1108

Thanks ivo, I am going to try the fast skin misss shader, because I used the fast simple misss shader, I don’t think I’m going to go back to modeling that much, the ear will probably stay the way it is, because it’s all getting pretty heavy and since the mesh is not symmetrical, I have to put a lot of work in all that stuff… also, on my Christian Bale I worked for about 6 months, resulting in hours and hours changing and changing back… I just want to get it over with and put more attention into the ears of my next character :slight_smile:
I’ll put some more work in the skintexture too…

Dynamic, I’m using two directional lights, a soft (0.5 or so) front light and 1.5 intense backlight, using FG, no GI, no dirtmap either, just the fast misss shader

Thanks for the constructive comments :wink:


#1109

Cool, are you using HDRI at all?

On your Miss_fast _shader - do you have your Indirect Lighting box checked on the connected Misss_fast_lmap?

Here are some tips if you change over to misss_fast_skin_shader:

1.You may want to try connecting Dirtmap to the Ambient node of both your misss_fast_skin_shader and the Ambient node of its conjoining misss_fast_lmap.

2.Put your skin texture map in the overall color node, leave your diffuse node very dark gray.

3.Make the epidermal layer a general skin tone or use your skin texture map again.

4.Make the Sub-dermal layer a grayscale map where the more “translucent” areas like the lips, ears and nostrials are darker gray - this node controls the soft depth of the SSS effect.

  1. Make the Back scatter a reddish color

  2. Tweek the Specular settings like you like, but I would suggest that you only use the reflectivity nodes and check reflect environment box.

7.Set your algorithm control to Scale 10 and bias .250 (if you have your measurement settings on cm) (Do the same settings on your lightmap node)

Also, I’ve had a lot of luck with changing my lights over to spot lights set with MR physical lights (crank up the physical light white color above 1.000 to brighten), and area lights and radiosity turned on to get soft shadows. I also have an HDRI IBL set up with both GI and FG turned on…I’m getting very promising results.

Let me know if you have any questions, good luck
DD


#1110

Hey thanks, that will certainly be very helpfull! I use HDRI sometimes, in the last renders I didn’t though…I’ll get back to you when I have the time t do some updates


#1111

ivo D, thanks for your comments. It will be good if you can draw an outline that will make the eyebrow better. perhaps private message will be better as this thread is about skin texture rather than modelling. I painted the iris color map, as well as ray trace reflection and HDRI. 2 white boards are located in front of the model .


#1112

ill just post it here, cant attach image to private msg.
your isnt wrong, but i think this looks a little more natural,. your was to much with the flow of the nose line going up there.


#1113

derbyqsalano,

don’t worry, I realise I might come of a bit harsh. I really don’t mean to ruin your post or anything. At least I think some good came of it in the end, didn’t it? I’ll refrain myself from using hard language in you presence, but I will not avoid posting in threads that you post in. When I get to my texturing and skinning, you can point out everything you want to. I realise that I sometimes come of a bit harsh, but I did notice that the shader was off and I did try to point it out.
No hard feelings I hope? I won’t be rude again, don’t worry. I’m learning to work with Mental Ray now and if you hear from me again, I’ll be sure to put in useful info.


#1114

Thanks! ivo D:)


#1115

Hi again!

I’ve spent sometime playing with the Fast SSS Skin shader in max 7. I tried a few different shaders (Brazil Skin, Big Muh’s MR Difussion, Mr_subscatter…) but well, finally i came to terms with Fast Skin. I had difficulties with it at the begining, but now I’m quite happy with the results. As usual I’d like to get some crits specially on the shading, as the modelling is not mine… (its Vic3 from DAZ, slightly morphed).

Ike.

Here’s the pic.


#1116

I do like it. (I’m going to focus on just the left render).
I think it needs a bit more spec or sheen to the skin.
Coloring is just fine.
The bump map on the body (not the head) seems too high a scale (judging by the portion of the shoulders and clavicle hit by the bright light).
Hilight on right side of head (viewer’s left) too harsh - looks almost painted, like a Hildebrandt painting rather then a photo of a woman’s head.
I also think with that kind of bright light, her right ear would be illuminated more (more translucent, red, you know, all that SSS stuff).

You said it’s not your model, right? Because her neck looks broken.

I don’t know Max, but your color map is decent. Lips are harsh, but I can’t tell if that’s a function of the model or not.

Do you have the same settings for the other ones? They look very different.


#1117

Thanks Zarathustra, those kind of crits are what I needed.

  1. I think you’re right about the spec, it needs a bit more. I had it set higher, and lowered it a bit in the last minute… perhaps I lowered it too much. I thought it would resemble too much the classic plastic looking skin shaders… :rolleyes:

  2. Bump map on the body is different from the head. I was too lazy to paint a new one, so i used the one that came with the model, and their relative scale doesn’t match at all… so again you’re completely right on that. Will have to move my arse and paint one…

  3. The highlight is harsh on purpose, that light is set at 150% brightness, I wanted a rimlight effect…(i’m a photographer y’know…:)) might have gone too high anyway. And yes again, sss effect on the ear is too low for such a light, i was worried about pushing it too much. Will correct it.

  4. Neck broken? Like her bones are broken? Or the maps don’t match? The neck is a bit tilted to her right side… If you look closely at the front part of the neck there’s a small “cut” under the Adam’s apple (is that the name?), i mean the bone on the throat. It’s because the maps don’t match too well. If that’s what you mean you’re right again…

It’s not my model, cause my modelling skills are limited to create boxes and 3dmax teapots… :shrug: It’s a model for Poser called Victoria 3, available for free at Daz3d.com (gotta register). That goes for anyone needing a fairly realistic and morphable model. It was released for free a couple of weeks ago, and together with Daz Studio (free too) can be morphed many ways, and exported to other programs… should have pointed that before for everyone!

Oh and the settings for the other two are about the same (maybe I tweaked the left one a bit before the final render) they are just under a lower lighting level and different light positions, hence the different color. It’s 1 area light + 1 spot all the time.

I was quite worried about the coloring, so if you think it’s fine, i’m happy! Thanks a lot for the tips man! Will keep working on it and share the results. Bye!

Ike.


#1118

I have to write today on the calendar - someone actually thanked me instead of getting all pissy because I made critical observations. :slight_smile:

The neck comment was a joke, sorta. I don’t think it’s possible to move your head and neck into a position like the one on the left.
I’ll go see about that free model and app online. I do all my own modeling, but at the same time I also collect a lot of other’s models. If you ever want to do more modelig or improve your modeling skills, one thing you can do is get a model from somewhere and have it in a background layer (I don’t know how Max’s modeler works) and use it as reference.

Your scenes must be different for each render if they’re all done with the same maps and model. The one on the left is head and shoulders (couldn’t resist the pun) above the middle, which is also way better then the far right.


#1119

To get the model, you’ll have to register at daz3d and then “purchase” it for free. Just select paypal under payment methods, and you’ll get the download link, no need to type your credit card… :slight_smile: And Daz Studio is a Poser clone, in beta state, and free. Pretty easy to work with.

About the neck… haven’t you seen Beyonce dancing and doing that neck thing? lol… it CAN be done! Oh, well… and the scene… clothes are hidden man!! Are there any nudity policies here at cgtalk? I cropped it just in case :eek:…

Ike.


#1120

I was going to make a joke about how a black girl might be able to do that head/neck thing but a white girl couldn’t. Ha. Nice to see we’re on similar wavelengths.

No, I don’t think there’s a nudity policy. Maybe a gratuitous one, but not for a free standing model. Christ, we’re supposed to be artists, right? It would be silly if you couldn’t show a nude body. Just, uh, you know, don’t have her doing anything, uh, well, um… :wink:

The head/neck thing reminds me of what Boticelli would do with his models, like in Venus.