by Carbonflux » Fri Aug 15, 2008 4:08 pm
here is my recipe for skin in lux: mix .90-95 depending on type of skin. mat1: matt with uv texture, mat2: mix: .8-9.5 mat1: mattranslucent, mat2: substrate.
tweaking that gets me the look I want, but if you show a image in bright sun light people will always say its too shinny because they know its computer generated, in fact look at print images of human skin with the same eye and it will also seem "to shiny." The texture is key also, you can use scans of real skin even. The hard part really is volume and softness, the head is going to be a lot shinier then the arm etc. for now what I do is tweak the mattrans/substrate mix on body vs head.
What really is required to do it right imo is a SSS map, which I might attempt to fake by generating a mix map for the second texture mattrans/substrate mix.
Nice work, figures are hard, they are center of all my work and I have all kinds of tweaked workflows for generating them so I respect anyone that risks putting one in a rendering and then shows it to others, one ends up taking a lot of hits.