ZPhugeFan wrote:Thanks for the idea blindsaypatten! Also you seem to get me more than anyone
I might try it and see how it looks. I was going to sculpt some detail and bake in on a normal map, but your way might be easier.
Although now that I think about it, I'm not really sure what I'll be doing with my character. She may need to be fully clothed in some scenes (as she is now) while wearing little in others. So if I go with your suggestion, I might need to keep two instances of the character in the file.
Hi, I'm one of the hard-working persons doing own skins. I stopped at a size of 4096x4096. It is a lot of work, but for my models (also for the next one) I always create a skin, but uploading is not allowed ... sorry. How a 4096px texture looks for the face you can see in detail in my "daily life of models" topic on the first page.
Before I created these models I worked with slightly changed skin textures, e.g. tan-lines added to the 2048x2048. And I had problems doing that. The face is more than 2 times bigger than the body! Ever noticed the seam and different blurriness between neck and face? However, when I read the article of the skin shader I tried the method on my old "low-resolution" characters. I will show the results here.
The best thing you can do is to combine a texture and the skin shader RobBaer mentioned above, simply download skins.blend from the thread.
Append the material procedural_skin_v2 from the file skins.blend, then attached it to your skin. Now change the material in the compositor to a simplified version (without the special makeup etc., see picture) using your texture.
For fingernails you should add "real nails" from the user contribution (better geometry). For lips and caruncula lacrimalis (sorry I only found the latin term) you may select all faces and create an own material using the texture and make the skin look wet or glossy.
In the picture you can see the face in different resolutions using texture and skin shader. And the seam between neck and face is invisible. I also rendered the navel section as an example.
There is a disadvantage: it needs more time to render the pictures because of the complex material (for the examples I used 300-500 cycles). You should try it ...