riperton where i must put this parameters???
Human Skin WIPs and Tips (Everyone feel free to post your own skin WIPS here too)
I don’t know. It depends on the technique you use - . (With my technique, for instance, I’m not able to set any values for the mid tone directly. I have to define that by using a curve)
The RGB values I’ve given to you describe the color your skin should have in certain light areas. In 3dsMax, I think, you have to use tricks - I think so, because I don’t know of any material which can handle functions Stahlberg describes as Dayside(where light hits), Nightside(where light doesn’t reach) and the Terminator(the transitional zone between day and night).
Try out some of your own ways and trick the program. It’s all about faking and using the given (Procedural-)Maps properly.
im using fast skin shader, the problem with the red color was because i was playing for get sss but was eaxagerated, later i correct the parameters of sss and i start to play with global illumination with just one ligth.
in the other images i was usin 3 ligths:2 in front an one back.
im using procedurals in some zones, but how i say im not an expert. i try to imitate what reiv do with the specular etc…
i also im using hdri, but in experimet way.
posted this in the misss tests in the maya rendering section, but figured i’d post here too for those who don’t check the maya forums…


That’s an extremely impressive texture and shader ZippZopp! My only crit is that it seems a bit too waxy. Perhaps thats the SSS shader? Are the eyebrows part of the texture map?
this is my first time texturing human skin so take it easy on me but if you guys have any suggestions it will really help me out its still a wip. thanx in advance.

here is my work maya misss_fast_skin IBL for lighting (Light emission on,no final gather)

ZippZopp : wow , can you share the maps please,the only thing i see is the nose is that its alittle bit waxy.
younglion: your lights are kind of bright if you can lower the lights intensity abit it would help and rendering it in different angel would help…i guess
learner88 : hmm, there’s something wrong,i think its in the modeling not about texturing, i guess you better refine the model abit before countiunig.
j3st3r: nice as usual, always liked the skins you make. can you please share the body maps? , but i think the specular on the right arm are kinda way to bright and i think the right ear kind of out of its place
here’s my try so far
with mi_sss and passes composted in PS

ZippZopp: Whoa! That’s amazing! I’m curious, how did you light your scene? I don’t use Maya, but I’m sure some of the techniques you used could apply to Blender(what I use).
ill see if i can post another render of my character but for the record i only used a colour, bump and spec map for him i wish i knew about the sss shader. but im still learning so its all good.
hey guys, here are the maps… i used an HDRI and one spotlight as a key light to light it
the final piece that i made with this guy can be found here
http://forums.cgsociety.org/showthread.php?t=350283
Hi everybody, this is a great thread,… here I see a lot of excelent works, well I post a little test I made today, I used a color map and a bump map (the grayscale version of the color amp, and a difusion shader to achive sss)…comments please! Then I will add some veins and wrinkles.
Hey ZippZopp >> good texture but can u explain the third one (red one)
i don’t understand wht the purpose for it
This my last work(old man)… i will post the the wip later bcz my final examination
i know i hv some problems in forhead… i’ll fix it later


and this with specular map and some modification in bump

the last map is the specular map, the saturated map is used to control the backscatter with mental ray’s fast skin shader. the spec map is blue so that the highlights when rendered aren’t just brighter more saturated skin tones. that makes it look more like brass or metal rather than skin. blue, being the opposite of the skin tones, helps to make the highlights look more neutral.




I used Brazil 1.2 that do u think?