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


#41

Originally posted by Leigh

digones - I know that Strike tends to use mostly procedurals, but that looks like some handpainted maps there, because of the slight stretching. I’ll drop him a line and get him to contribute to this thread :wink:

Excellent! :thumbsup:

I think Strike’s Skins are awesome! (did you know if he uses G2 or just fake SSS?

sorry for my english…

thanks!


#42

what is g2 if i me ask? and if it is good… wher can i get it ? of topic i know… but its for skin right?


#43

<ahem> Miss van der Byl, where’s your info? I posed a question earlier and now ivo, too.

Hehehe, I said post info if you post something “really cool” LOL
I’ll post my image maps when they are done :slight_smile:
The only sad thing is that I am going to have to watermark my image maps this time - and I suggest everyone else do the same if they post images maps, as I had some textures stolen recently :annoyed:

So rest assured, I will be posting the textures as soon as they are done :wink:


#44

Ivo D - G2 is a plugin for surfaces and lighting for LW. It’s made by Worley (the people who make Sasquatch).
It gives you (among other things) sub surface scattering for your surfaces, which is really great for skin, and other translucent surfaces :slight_smile:


#45

Originally posted by Leigh
[B]The only sad thing is that I am going to have to watermark my image maps this time - and I suggest everyone else do the same if they post images maps, as I had some textures stolen recently :annoyed:

So rest assured, I will be posting the textures as soon as they are done :wink: [/B]

Who’s the bastard ?


#46

Oh, some guy. He even posted the images here on CG Talk :annoyed: I’d rather not talk about it though, as the matter has since kinda been cleared up and I don’t want to haul the skeletons out of the closet again…

But I sure learned a lesson.


#47

My WIP, maybe to much of specular and the SSS isn’t very obvious. There some color and contrast manipulation in Photoshop. 2 lights in the scene: area and point light.
http://perso.wanadoo.fr/borhan.berthet/head.jpg


#48

hi leigh… I know this is a realistic “HUMAN” skin thread… ut can you help me with ?this (realistic SNAIL skin! hehe)

thanks!

:thumbsup:

BTW… excellent WIP, Labuzz!!


#49

Oh man, Labuzz, that is COOL :smiley:
What a great character! And your textures so far are great :thumbsup: The lips and the cheek closest to the camera look particularly good :slight_smile:


#50

Excellent Labuzz !!!


#51

Well, Viggo is coming along quite well… Been making some modelling adjustments. Been so absorbed in this WIP that I haven’t had time to get any more renders of the other one…

I seriously need to get some hair on him soon… this bald head is starting to bug me :stuck_out_tongue:

The antialiasing here is quite low, and I rendered it on a dark backfround, hence the dark outline on the one side of the face…


#52

I like the overal feeling of the skin, knowing of course it is still a wip and that you’re going to make it evolve.
I find the mesh a bit sharp, but could be the style.
Other than that, IMHO, it is time to work on some lighting and find a less virtual background.
Why Viggo, what does he have that I don’t ?


#53

Zarathustra–

Jake, I think you’re putting the wagon before the horse. There are some issues with your model that you should address before texturing. Your texturing is off to a good start, though.

Thanks for the reply. Can you elaborate on these issues?
I haven’t done the inside of the mouth yet, the eyebrows are not done, and I still need to do the eyelashes. Was there something else that struck you?

I got a little bored with modeling, so I started working on some textures. Unless I’m working under a deadline or something I generally don’t worry about any wagon/horse issue. Sometimes, I’ll go back and change my geometry based on how things look textured.

Leigh–

I’ll tinker with the lights. If I’m reading you correctly–you think the colors are undersaturated? I mean apart from the light quality. Thanks for starting the thread.


#54

you think the colors are undersaturated?

Yeah, overall the face looks undersaturated, in my opinion. However, within the colour map itself, there seems to be some perculiarity with the saturation - some parts seem a little too saturated, while others are less :surprised


#55

Originally posted by Jake
[B]
I got a little bored with modeling, so I started working on some textures. Unless I’m working under a deadline or something I generally don’t worry about any wagon/horse issue. Sometimes, I’ll go back and change my geometry based on how things look textured.

[/B]

I understand you, oh yeah. But the only problem is that if you start working with UV, it becomes a mess each time you’ll add/delete geometry…


#56

[b]Posm posted a link to this tutorial in the texturing forum, and even though it’s for Maya, it’s a really interesting read :slight_smile:

I recommend checking it out![/b]

Originally posted by Facial Deluxe[/i]
I like the overal feeling of the skin, knowing of course it is still a wip and that you’re going to make it evolve.
I find the mesh a bit sharp, but could be the style.
Other than that, IMHO, it is time to work on some lighting and find a less virtual background.
Why Viggo, what does he have that I don’t ?

Thanks for the comments :slight_smile:
Yep, the model is kinda sharp in places - but believe it or not, this guys face has some really sharp angles :smiley:
I don’t want to concern myself toooo much with a background just yet - I’m rather going to concentrate on the model for now. When it’s done, I’ll make a nice LOTR style environment for him :smiley:


#57

Another update on my Viggo Mortensen model…

I’ve started adding some spec to it :slight_smile:
Also added some Sas fur for the beard.

And…

Will add some more details to the textures - veins, etc once I have had some sleep :slight_smile:

[EDIT]

Added some more tonal detail to the colour map.

I also used the BRDF shader in this render, with the spec colour set to blue. It softens the skin really nicely, but the only problem is that it then cancels out the spec map I painted. Once I have had some sleep, I am going to experiment with rendering out seperate passes, and colouring the spec like that…


#58

Originally posted by digones
[B]Hi everybody,

I can’t figure out how Strike make his skins… any idea?

an example:

see ya, [/B]

i could be talking out of my ass here but this looks like its baked… meaning he applied the base textures then added the procederials and shading, radiosity, all that stuff to achieve this final result but then that is only a guess.


#59

Worked on this tonight :

There are some stretching aroud the cheeks, and bumpmap+refmap are the same as colormap.
3 Areas ,Tiny G2, HDR texture environment, no radiosity.
Around 1mn15s on dual xeon 2.6Ghz:p


#60

Hey Leigh!!
i like so much the Viggo WIP:drool:
(Even if i like women )

very good! why don’t u use it for the skin WIP??
its surely a better model than the one u started this thread.