This tutorial goes into depth about texturing the skin on a pre-made model and using sub surface scattering to create the right texture to the skin. There are six maps to replicate the layers and surface textures of real skin and create extra detail that isn't there. When bringing in the final Displacement map, in the render view the character will look like a large blob which can be fixed by turning on auto-bumping and reducing the height in the displacement attributes. The final step is to create an ambient occlusion render as well as a beauty render, and edit them together in photoshop.
Final Render |
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