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More spots. These where painted
on top of the spots on my spot bump
map layer if you can remember it
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On this layer I painted some
soft blue tones then multiplied you
should be able to see the effect they
achieve.
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Now a vein layer , your hardly
even see these if at all, but it gives
the impression of something under the
skin. you could pick out one or two
that looked the best and copy then on
to another layer and make them stronger.
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Then use the same vein layer
on the bump map using colour dodge to
make a slight bump where the vein is.
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Now for a few small random
veins here and there.
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I've added some scaring,
the characters face is actually meant
to be covered in scars but i'll see
how it looks before I add more.
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Now you can use some of the
bump details on the colour to darken
where the wrinkles are, sometimes it
can look better if you paint over them
with a more reddish colour where the
wrinkles are (like the scars) but that
takes time, but can look a little better.
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Here's the sort of finished
colour map but you can't really say
finished, things always need tweaking.
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Now I can't provide this
full photoshop file because its 400mb
big. So i've had to reduce it in size
and cut it down its now 684 by 1031
18mb in size.
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The picture left is what's
left
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Now before showing some of
the other textures I use, I will show
you one of my skin shaders and try and
explain the connections, below is a
map of the connection for my maya 4.0
shader.
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I have colour coded various
parts, it's basically made up of five
different layers.
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I'll start with the Bottom
layer which is circled in RED, this layer does not really
have that much effect.
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But i'll explain what textures
are assigned here. Marked A
is a translucence map click here
to see it in more detail. This layer
it just to trying to achieve some sub
surface scattering effect underneath
the main skin layer.
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Marked B
is a Diffuse map, I find the maya default
renderer tends to fade the textures
no matter how deep you make them this
map is just trying to keep all the areas
like the spots and marks as deep and
possible trying to keep as much variation
in the skin contrasting light areas
with nice dark spots.
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Right Marked C
is a ramp colour node based on the ideas
of Dr Steven Stahlberg's skin shader
Link,
this is plugged in the the ambient map
trying to give a reddish glow coming
thought the skin, but you'll hardly
notice it.
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Marked D
take no real notice of this one it's
just a few different skin tones taken
originally from a good shader by Dr
Matt Wood link.
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The layer that goes above
the bottom layer is circled in YELLOW sorry the hyper shade map
is laid out a bit awkward i should of
arranged them in the right order but
did not really have enough time.
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Marked A
This is the maya skin shader which you
can get of the maya web site Link its
very good for bringing out the rice
skin tones, but does take some tweaking
to get the right look.
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Marked B
is the colour map of course.
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Marked C
it's the bump map.
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Marked D
this is a reflectivity map this brings
out some of the nine shiny tones you
might want here and there.
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Now it may be a bit hard
to find but circled in PINK is a transparency map this
is used to blend with the bottom layer
some areas i want to keep dark as possible
other areas i'm happy for the reddish
underneath to blend though.
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Next up circled in GREEN is a ramp based shade trying to fake some
translucence in to skin once, again taken from
Dr Stahlberg's skin shader Link
reading his great tut will tell you about it. |
Circled in BLUE is a blinn spec layer using a part of Dr
Emmanuel Campins back light shader Link giving
nice side glancing highlights |
Marked A is
just the spec map. |
Circled in WHITE is the top
layer this is just a another spec layer, a phong
this time I try to get some nice wet highlights
on this layer the skin looks little to dry other
wise. |
Marked A is
a spec map. |
Marked B is
another translucence map bringing out some more
reddish tones around the ears. |
And that's it for the shader
description. |
For the final part of this
tut I will just go though the other maps and
how I made them. |
Sorry but this tutorial does
not include any lighting or rendering tips,
that will come in a future tut. |
First i'll have a look at the
spec map. |
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This map just controls the
shininess of a shader, I used part if
my GI light baked texture Map to help
darken a few areas.
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Areas like the nose and lips
usually have more shine or glossiness
to them, areas like the bottom eye lid
aswell. Have look at someone and see
how shiny and reflective the bottom
eyelid can be.
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If I want to tweak this map
or add colour to it, I usually do that
in maya, to achieve a really wet highlight,
I might alter the level making darks
dark and light areas really bright.
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