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Guest Sycosplat

Skin Realism

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Guest Sycosplat
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  • that artifact has got to do with either you're SSS setting or(and I would bet my money on that) you're uv's are all over the place and these artifacts are simply seams in you're uvlayout...

    in the end when working with texturing and especially with zbrush you won't get around laying out uv's yourself...

    Greetz Dutch

    You are absolutely right. The UV's are all over the place. (And SSS hasn't been applied in that screen)

    I don't know how to lay it out myself, though.

    Anthony: Thanks, I'll try with a Normal map now.

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    wow, now that's what I call all over the place :)... let me look for that link...

    first of all go and get yourself 3dKiwi's bodypaint dvd, will help you alot... and then there is this link that will get you up and running...

    http://www.c4dcafe.com/ipb/index.php?autoc...amp;showfile=12

    Greetz Dutch

    edit: ow and in you're uvlayout you can see that the artifacts in the eye area are coming from the generated uvlayout... in the lower row is the front of the face and the eyes have been cut out that's where you're seams are coming from...

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    Guest Sycosplat
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  • Thanks a bunch!

    I'll check it out.

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    Guest Sycosplat
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  • Sorry for the double-post.

    The advice I was given led to some definite improvements.

    I'm still tweaking the SSS settings to try and find that sweet spot, and the textures might need more work.

    Is there anything else I can try? Cause I'm pretty much stuck, not really knowing where to turn to achieve realism.

    Edit: A clean UV was indeed invaluable.

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    good progress! I think alot of what makes things look real is in your sculpting or modelling and not just textures and lighting check out guys like this http://www.kolbyjukes.com/?page_id=41 and you realise that even on the flat brown shaded model there is alot of realism in the muslce structure and skin folds and facial expression.

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    Guest Sycosplat
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  • SilverTalon: You're absolutely right. The reason I took this model from Zbrush was because I saw someone use that exact same model and created a incredibly realistic skin render with the Misss fast skin shader. Though I'm having an enormous difficulty recreating it.

    I'm nearing giving up again, because it's starting to feel impossible.

    :P

    Here is my latest attempt, focussing more on subtlety.

    I think it's slightly better in a way, but still miles and miles away from perfect.

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    Guest MilesBaskett
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  • You could paint a specular map. There is varied oily-ness on the skin, for example the forehead and nose are highly specular where the chin and neck are are not so much. You can vary it by painting a black, grey, and white map. Black will have no specular(dry elbows,ect) and white will be full specular. You can further add the map into a fusion shader and use the mask channel to further control the highlights with a fresnel shader or even AO. You can also add color to the spec map for more realistic looks as well.

    The light set-up itself will influence the look alot too.

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    Guest Sycosplat
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  • Thanks, MilesBaskett.

    Just a quick question: In which channel does the spec map/fusion shader go?

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    Guest MilesBaskett
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  • The specular color channel.

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