The two postings I am putting up this morning are what I hope will be a series of postings concerning skin materials and texturing. One of my favorite things about Blender and the Cycles rendering engine is the node system for producing textures and materials. My goal here was to produce as close to a photorealistic skin for a MH-8 model as I could. Here is the node setup that I used:
The left most image texture is the standard MH texture.png. When creating the model I told MH8 to use a textured skin and the default texture was added in to the textures directory upon export. There is also a bump map that is exported as well and that is the image texture low center that is used.
Here is what my model looks like:
This is still a work in progress and I'll keep everybody up to date with what I'm coming up with so far as a standard node setup could look like.
Goals I am trying to attain:
visible pores when zooming in close up to the model.
peach fuzz around lips, chin, arms and other places as appropriate.
variable skin tone ranging from Irish pale skin to bronzed surfer to black.
I think these can be accomplished using a single node setup with lots of mix shaders and variable shaders in all the right places.