Notes on skin texture

Make a falloff fresnel map in the diffuse slot of a standard mat. This will get a red into the dark shadows of the final mat.

 

Shadow/Light—Adjusts between two subtextures based on how much light is falling on the object.

Next he puts that into a shellac mat over the basic skin tone. Drag the falloff map [on your right] to the shellac slot of a shellac. Note that I have the rim light off in the preview or you get 2 bands of the red.

The undertone

The final shellac:

You should go back and adjust the curve, the colors, and the shellac color blend  amount. The lights can also be adjusted in position and the multipliers.

 

Top view. Keep with default scanline rendering and shadow maps for now. the 2 spots make for more complex soft shadows. The skylight will work in scanline.

 

A start with sss skin and one photometric area lite and ray shadows ... make sure to work to scale. Check out the waxy look.

This setup here lets you control the color in the shadows nicely.

Just control the color and the curve to affect the shadows.

 

Now, copy that falloff to self-illumination.

The red might be too strong here, but you can see how we are making progress with fake sss.

 

The next step is specular color.

We are doing this before adding the specular level map, so it is a little out of order.

This adds a little blue-ness to the skin.

 

 

Make a big file, like, 4096x4096. fill the shapes with a flesh tone

RAM and swap space will be important, i am working with 1 gig ram. later on i change to 2 gigs.

You might need to tak the image size down to avoid system probkems. i am rendering to 2048 for now.

this shows the diffuse alone ...

 

 and the diffuse as part of the shellac we made earlier:

 

setup some simple lighting to work things out quickly ... default omnis here

you can work out and change any modeling any uvw errors that show up in these renders.

add an edit poly over the unwrap uvw.

make and required edits. turn on preserve uvws.

add another unwrap uvw over the edit poly.

note the changes in the uvw when you have the correct map in the uvw window.

render out a updated template.

collapse the stack to bake.

update the template in your PSD file.

Teeth

 

Map around the eye needs to go into the eye socket

 

Working lights

default max lights

2 1.0 white omni lights

 

3 mr lights with a very low skylight [slower to render]

 

Tear duct

Reference

 

Start painting away around the eyes

 

For skin – to get some interesting irregularity – use the spatter brush at 25% opacity with screen mode, built up over the basic skin tone

The same spatter brush at 100% with color burn mode can make little blemishes

Use a 8-9% opacity white very soft and large airbrush set to screen mode to soften and shape wider areas or build up highlights

Make a wire to orient your painting.

Here are some tips from Alessandro Baldasseroni

The face skin shader is a simple max blinn shader, i just tried to emulate a fake sub surface scattering effect putting an orange falloff map in the diffuse and self illumination map channels.

Specular color has a falloff map too, but shifted toward light blue.

Eyes need work

Look for inspirations for your layout

  

  

  

  

  

  

Ref for hair, skin, lips, eyes, jewelry, clothing, backdrops

   

   

   

Make sketches and tracings

 

 

Here is the beginning of another lighting setup with photometric lights.
Target area lights, raytrace shadows, standard 3 pt lighting setup.

No ray shadows or colors yet.

standard default renderer

with skylight

 

My very fast 2 omni lite setup standard default renderer

 

My mr lights setup plus skylight standard default renderer

 

Taking that setup farther ...