I have reworked the shader from scratch and I can say I’m finally starting to get satisfied with the results 
here’s the latest test render:

Hope you like… ![]()
I have reworked the shader from scratch and I can say I’m finally starting to get satisfied with the results 
here’s the latest test render:

Hope you like… ![]()
great work on the model…!
tho i dont really like the skin …can’t put a finger on whats wrong, sry 
think it looks abit more plastic and hard compared to smooth soft human skin 
Thanks for the crits
I appretiate it…
I’ll work on the skin some more ofcourse… however, I’m glad I’ve moved from the old position. I reckon it’s a bit of a improvement towards the cool finish 
check back later mate… cheers… ![]()
Oks guys,
I have two renders to show you.
This first one has Epidermis and Subdermis set to a plain color, including the back color:

And for this particular one, I’ve created individual color maps for Epidermis/Subdermis and back color:

The difference is obvious. It’s not in the brightness, both of the renders were rendered under the very same conditions. The difference is in the color of Sub-Surface Scattering.
The first render seems to be brighter, however the material looses its diffuse texture detail, however the second one seems to be darker, but keeps its texture detail…
So, what do you think? :shrug:
I like both to be honest 
Oks, so here’s a tweaked version of the skin material. I’m pretty satisfied with the results now 

And here’s a test with which I went a bit further and did a little bit of post-processing on it. This is how the final should look like:

What do you think? :bounce:
Hey guys, I’d have a question for those that use MentalRay…
I’m using its FastSkin shader and when I enagle reflections it renders loads of black spots on the model:

It gets even worse when the Glossy reflections are turned on 
I have no idea what’s causing this problem as I’m not a MentalRay user…
I’d very much appretiate your input/help/hints… :shrug:
Thanks in advance…
hey, i am not sure at all if i know what is causing the black spots, but in renders i have done in the past i got black spots if i ever had used the bevel command in maya and rendered in mental ray. so, if there is any chance you have geometry that you applied a bevel procedure to, then try deleting its history, see if that changes anything at all. again, really not sure if that has anything to do with it, just something to try.
Heya kc252, thanks for the tip.
However, I’m not working in MAYA at all and further more, I don’t think this has anything to do with how the geometry was built… :shrug:
Anyways, I probably won’t use the reflections
even thou it’d look much better with them, but since nobody knows what might be the problem… :sad:
Anyways, here’s the latest test render with the new hair. It was a real pain to even get to this stage with the hair system in Max 8, but I kinda like the result and will probably stick with it 
btw: the color is temporary, just to see the individual strands… 
Hope you like…
hello loocas, really nice work
concerning the black spots, did you try to increase the reflection glossiness to 5 or 10
Your hair is really good… did you use some spline or you are growing the hair directly on the mesh?
All the best
Hey loocas (its me steven)
It’s looking very very good.
The model and textures are very good !
concerning the black spots, did you try to increase the reflection glossiness to 5 or 10
thanks for the tip! However, won’t it increase the rendertimes dramatically? I used a glossiness level of 2 max. 3 and it took quite a long time to render
Your hair is really good… did you use some spline or you are growing the hair directly on the mesh?
I did use both methods quite a lot as because I had loads of trouble with the hair generally. So my approach was a good combination of both. First I sketched loosely with splines over the head to get the basic hair flow and then used the Shave&Haircut built-in styler to polish the hairdo… I’m actually really glad you like it since I had some serious trouble with the hair…I’d also like to thank Cynisaa this way for her priceless tips&tricks regarding the hair 
Hi,
concerning the black spots: There seem to be a number of reasons for them to appear, in general it seems to be a final gather/gi problem with some materials. (try switching it off) So you might try render reflection and gi in a separate pass.
Some things known to generate black spots:
-negative lights
-reflective/refractive materials, spots might not only appear on the reflective/refractive material, but on other materials as well.
-verry high bump amounts (>100?), spots might not only appear on the bumpy material, but on other materials as well.
Thanks for the tips logotomie, much appretiated, will try your hints out… ![]()
sure that both, gi AND final gather are switched off? Would be the first time i see these spots under these circumstances…but as i said, there seems not to be one single reason for these spots.
where ? I only see a bad mesh with bad topology and bad maps with bad lights and bad setup.
sorry
Here’s the latest hair test I did this morning…
It’s getting there I’d say 
The color is still temporary as there’s just one plain color to the hair…

hope you like… ![]()