this is the main problem with this method,because if you paint your map,you first do the uv unwrapping the hte texture,with this method you do the contrary.so you have to spento a lot of time,try move uvs untill you get the result you want!
Human Skin WIPs and Tips (Everyone feel free to post your own skin WIPS here too)
poex-
using photos is fine to blend in with your painted areas. ive found that you do need to do alot of work to get a good result when using photos, taking into account shadow and depth you are trying to eliminate and concentrate on colour. if you have a version of photoshop, use the liquify tool to manipulate your colour to the uv maps, found in the filters. you can use the UV map as a low opacity guide while you manipulate. dont get stuck with trying to use just the photos though, paint where you need to, and adjust where you can.
I’m actually working on a new Adriana Lima character and i’m testing the skin shader,misss_fast_skin for mental ray 3.4,maya,there’s no texture.

I have made a test render with the SSS Fast Skin Material in mental ray. I run into some problems. The SSS Fast Skin Material does not work when I use Multi material. I get the result of a normal diffuse shader instead.
I have rendered a turn table with one skylight and the kitchen.hdr. In the render you see the skin flashing. Does anyone know what is causing this problem?
http://www.microcan.nl/skinshader/David.mov
http://www.microcan.nl/skinshader/DavidSmall.mov
Carl,it think that you don’t see the sss effect because the miss_fast shaders are still a knd of layered shaders,infact you have the sss layers and the diffuse layer,there is the diffuse weight attribute that allows you to control the diffuse opacity,if you set it to 1 the sss layers will be hidden by the diffuse one,so the default value is 0.3(if i well remember).
I don’t know what’s a multimaterial,but if it’s a layered shader like maya’s one i think that the layer is hiding the sss layers,so I suggest apply the shader directly on your model,not using a layered shader or others shaders tht aren’t proper of mental ray.
The flickering seems caused by the low resolution of the GI and\or Hdri based lighting
Haven’t posted in a while any of my skin tests so I figured I’d post the one I did the other day. It was more of a practice test to get the hang of painting dark skin tones. I used my skin shader for maya.


Hi. I’m using 3ds max with Mental Ray 3.4 sss fast skin shader. If there is enough interest I can post the material settings and show the maps that make up the different layers… If anyone has any advice on how to use a map effectively for the “Shininess1” and “Shininess2” nodes of the shader I would very much appreciate it.
Check out my WIP thread in my signature for more details and feel free to post questions and comments there.
auclair-
thas looking stunning! some things i see, the lip texture, look a little too drastic, and maybe need some more detail on the bump. the eyes are fantastic! and with the modelling, the ear looks strange, and nose a little small.
but otherwise, the skin looks wonderful!
would love to see your set-up! :buttrock:
Hi auclair nice to see you here,you are very inspiring,and for my model i hope to get a result at least close to yours.
how did you make the colour correction?did you simply changed the hue a bit or you played with layers to obtain that green tone?(i mean in photoshop…)
There is a bug in the SSS Fast Skin Material in 3dsmax V7 / V8 when you use the SSS Fast Skin Material in a Multi Material the SSS effect is completely gone. A Multi Material is automatically assigned when you assign another material to a part of your mesh.
Carl,as i said i think the miss_fast shaders aren’t compatible with multimaterials…
But ,what’s exactly a multi material?do you mean the multi sub-object mat,or something different?
Auclair,i really liked the way you corrected the colours and i tried to get a similar colour correction,i made some experiments in PS on your Angelina’s image and i got something very colse to yours by duplicating the image layer,moving the hue on green tones,adjusting brightness and contrast,and switching the soft light blend mode.(don’t worry i deleted the image!;-))Maybe you used another method,because the eyes keeped blue in my test,instead they are a bit green in your image.
Then i tried the same on my Adriana Lima Model(not the same in the link below,this is 2.0 version!
)
Of course it’s very very wip,no textures no bumps…and the two halfs aren’t merged yet:-)

Hi… The color correction is a series of different adjustments and filters in photoshop. I adjusted the levels, desaturated a bit, and played with the curves and “Color Balance” using different ratios for the highlights, midtones, and shadows. I definitely added greens and adjusted some of the other colors too. Also, I used a couple of techniques with the noise filter from a tutorial here: http://www.computerarts.co.uk/tutorials/3d__and__animation/perfect_digital_skin
I originally found it through cgsociety home page at the bottom right in the tutorials tab. Obviously I didn’t use all the techniques, but the noise was a great technique IMO to increas a sense of detail and it breaks up the colors… It creates an illusion of being more photographic as well (I think - Not saying that it’s photorealistic… just closer to looking like a photograph looks).
2 auclair - very nice try! congratulations. bump modelling and eyes are great!!! But 1. skin look not oil at all i think thats because very low specular and low sss effect. 2. skin look nsvery dry like after hours of make up with cosmetics. lips too wax and flat - look at lips references more… Please dont stop you are almost there and show us your material settings!!!
Hey auclair. Your image is looking fantastic. From what I have learned and understand using the primary and secondary specular maps is that the primary is for a more diffuse specular and the secondary is for that sharper specular. That being said IMHO the secondary specular should have a much noisier look than the primary. What I do is paint my specular maps corresponding it to the bumps and oilier parts of the skin and plug that into the primary specular…(or the shyniness which is just a multiplier of the primary specular color). I then simply add noise to this map to get a more broken up specular for the secondary specular. You may have to adjust the levels to get a more pronounced look. I also plug this map into the fresnel or reflective edge weight when using an environment map. Angelina is looking good! ![]()
Got this answer from discreet.
Hi Carl
This is a known limitation to the SSS Fast Skin Material, but there are workarounds in existence.
http://forums.cgsociety.org/archive/index.php/t-204200.html
The readme file for max 7 states:
Subsurface Scattering (SSS) Materials are not supported when used as a sub-material; for example, as a sub-material in Multi/Sub-Object, Blend, or Composite in this release.
Regards
Darren
Its a shame the problem is still there in 3dsmax V8.
A test using miss fast skin with indirect lighting option on.
FG on,Image based lighting with a ramp map,but it doesn’t emit light but just fg rays,1 light(sun)

Ooooo… You have faces here.
Here’s my prosedural face (bumps are images of course).
