Cycles skin material experiment

Works in progress and technical screen shots.

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Cycles skin material experiment

Postby Rhynedahll » Thu Dec 19, 2013 12:23 pm

A8 generic mesh, A8 Texture

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Re: Cycles skin material experiment

Postby duststorm » Thu Dec 19, 2013 11:59 pm

Interesting.
I think the bump effect is a little too harsh. The blue lighting is a bit sub-real, but I guess that is intentional. :)
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Re: Cycles skin material experiment

Postby Rhynedahll » Fri Dec 20, 2013 12:33 pm

Some tweaks, reduced displacement.

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Re: Cycles skin material experiment

Postby SaltyCowdawg » Fri Dec 20, 2013 2:22 pm

what did you use as a displacement map?
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Re: Cycles skin material experiment

Postby Rhynedahll » Fri Dec 20, 2013 4:57 pm

SaltyCowdawg wrote:what did you use as a displacement map?


I hacked the A8 texture with Bright/Contrast, RGB to BW, and Multiply nodes.

Adjusting the brightness, contrast, and the Multiply value increases or decreased the displacement. I'm still working on the combination and I'm sure that it will prove less satisfactory than a real map, but it was quick.
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Re: Cycles skin material experiment

Postby duststorm » Sat Dec 21, 2013 1:47 am

Rhynedahll wrote:Some tweaks, reduced displacement.

That's looking a lot better.

If I could make a suggestion, try to repaint or scale the displacement noise on the forehead. It's too large and blurred. The displacement on the cheek and the rest of the skin actually looks pretty good.
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Re: Cycles skin material experiment

Postby SaltyCowdawg » Sat Dec 21, 2013 3:32 pm

Rhynedahll wrote:
SaltyCowdawg wrote:what did you use as a displacement map?


I hacked the A8 texture with Bright/Contrast, RGB to BW, and Multiply nodes.

Adjusting the brightness, contrast, and the Multiply value increases or decreased the displacement. I'm still working on the combination and I'm sure that it will prove less satisfactory than a real map, but it was quick.


Oh-ho! OK then I was on the right track when I tried that. I'll give it a shot again!
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