An example of my basic human materials for Cycles -- skin, hair, eyes -- and a few construction methods. The model is not rigged and is chiefly just a "mannequin" with which to portray the materials and node tree construction. The skin shader is particularly complex and relies heavily on image textures, which for this example I have trimmed down to 1024x1024 -- most of my textures run from 2048 to 4096 depending on the detail needed. The model takes a fair time to render due to the hair elements and also the use of SSS in the skin shader, a relatively new feature that is extremely welcome.
Message to Admin:
I get this message when I try to download
"OH HAI!
Looks like you're trying to use a download link more than once, which is not possible. Please go back, reload the page, and press the download button again for a fresh download link :)"
I cant seem to download anything on this website. What is the cause of this??? Thank You.
Hi, toepinch. I tried to d/l this file (and other recently as well) and had no problems, so I don't think it's the site's fault.
maybe try another browser, such as google chrome or firefox. I have had those issues in the past but chrome fixed that.
Hope that helps
The eyes look awesome, as does the rest of the model. I think the skin shader could use a few tweaks though since it still looks more like plastic than anything else. It lacks a slight distinction between the paler diffuse surface and saturated subsurface layers. Also, it could just be the lights, but the the gloss looks a bit too rough and at first glance seems to be missing a gloss/bump map.
Many thanks for all the good work with the materials. Just what I was looking for.
Hi, folks, thanks for the kind comments.
@ gregzaal: As mentioned these are basic materials, not really suitable for use exactly as-is but more as a template for customization, so, go nuts! (heh) If you look at the file there are both bump and gloss maps, but they are rather simplistic, just enough to illustrate the methods I use. For a fully-blown character they would be much more complex. One aspect of the material tree that has helped me a lot is the method of combining bump/displacement maps, so general textures like pores can be applied separately from detailing like lip wrinkles, etc. In this sense there is a lot of layering going on. I only just started using the SSS node, so it's probable there are better ways to employ that, I haven't had a lot of time for experimentation with it.
In practice, the texture maps used in the skin shader allow for a great deal of versatility for producing various skin tones and pigmentations. Being a painter as well as a 3D-er, I tend to favor texture-based methods over procedurals, but I often bake procedurals to textures as well as painting them.
The modeling is pretty basic -- except for the eyes, which have been tweaked a little (a slightly greater slant to them), this is the face of my generic female model that is the basis for all my female characters. I reshape to fit a particular character but rarely have to revise the topology, a huge time-saver when producing multiple characters. My tools are the usual -- mesh editing and the Sculpt tool, which I use on lower-resolution cages as much as for high-res detailing. For this usage I trimmed off the body and applied the armature (the head is posed slightly).
Damn... I hoped for some amazing skin shader and here is used the SSS which supports rendering only via CPU. I guess I'll stick to my skin shader for now. But this one is good too. ;)
Awesome work, isnĀ“t she from a german "Bully" movie? (called "Sissi und der wilde Kaiser" oder so)
YIKES! That's really amazing. I had been avoiding Cycles, but now I must play with this. Thanks so much!