Body study as seen from my perspective
Posted: Fri Jan 05, 2018 12:18 pm
I thought of sharing how far I got in making my skin textures and material, a process I worked on from time to time for about two years. When I started I didn't know much about texture painting so it was much trial and error and lots of patience.
Here is a photo study of my base MakeHuman character Jennifer using only three textures, color, specular and normal map. On top of the textures is a slightly modified version of wolgade's "procedural female skin for cycles" viewtopic.php?f=14&t=14174
Some minor skin details are still needed to be added or changed but for now I am quite tired of skin texturing.
First some texture samples from the cheek area to show how the texture details look like.
A relatively simple material node setup using the Principled BSDF with some SSS "strength: 0.1" "Radius: R:0.1 - G:0.025 - B:0.025".
Six bone driven shape keys is added to make some minor deformation adjustments on the elbows, knees and chest. Then added the modifier "Corrective Smooth" "Factor: 0.5" - "Repeat: 60" - "Smooth Type: Simple" using a weight painted vertex group to avoid smoothing on the bone driven shape key parts. A formfitted scalp with a base hairdo for easy recycling.
For close ups I added some body hair and vellus, still on the experiment level, some more combing and length variation is needed.
This scene is lit with only one HDRi by "zbyg" license CC-BY from http://zbyg.deviantart.com/art/HDRi-Pack-1-97402522 .
The only post processing is adjusted the levels to make them brighter and the original resolution is scaled by half.
The eyes misses the waterline but that have to wait until I got the time. (A hair strand goes through the head)
Some texture adjustments needed on the fingers.
Here is a photo study of my base MakeHuman character Jennifer using only three textures, color, specular and normal map. On top of the textures is a slightly modified version of wolgade's "procedural female skin for cycles" viewtopic.php?f=14&t=14174
Some minor skin details are still needed to be added or changed but for now I am quite tired of skin texturing.
First some texture samples from the cheek area to show how the texture details look like.
A relatively simple material node setup using the Principled BSDF with some SSS "strength: 0.1" "Radius: R:0.1 - G:0.025 - B:0.025".
Six bone driven shape keys is added to make some minor deformation adjustments on the elbows, knees and chest. Then added the modifier "Corrective Smooth" "Factor: 0.5" - "Repeat: 60" - "Smooth Type: Simple" using a weight painted vertex group to avoid smoothing on the bone driven shape key parts. A formfitted scalp with a base hairdo for easy recycling.
For close ups I added some body hair and vellus, still on the experiment level, some more combing and length variation is needed.
This scene is lit with only one HDRi by "zbyg" license CC-BY from http://zbyg.deviantart.com/art/HDRi-Pack-1-97402522 .
The only post processing is adjusted the levels to make them brighter and the original resolution is scaled by half.
The eyes misses the waterline but that have to wait until I got the time. (A hair strand goes through the head)
Some texture adjustments needed on the fingers.