Author Topic: What more can you do to create realistic skin aside from SSS?  (Read 2107 times)

2016-03-07, 04:49:51

@matrix

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Im just playing around trying to get a realistic looking skin shader, ignore the symmetry seam lol.  So far this is what ive got.
Planning on making a high resolution bump/displacement map in mudbox that will have pores in the right places, some forehead wrinkles, and other bumps. Also im not sure if ive overdone the absorption? the nostrils look a bit too SSS.
Also i heard about using shadow maps, parametrization maps and playing around with the anti-aliasing can increase realism of skin but unsure how that would play out in corona


2016-03-07, 13:28:43
Reply #1

maru

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Hi, I think the best idea would be to look at real skin (photos, mirror ;) ) and see what features make it look "organic". You definitely need some fine bump/displacement and reflectivity. The face is also covered in lots of tiny hairs, so either scattered meshes, or falloff shader to simulate it. Sorry, but your sample model is awful. I think it would be better to test your shader on some simple geometry. You can also try obtaining some sample models/textures for reference: http://gl.ict.usc.edu/Research/DigitalEmily2/

There are no shadow maps in Corona.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2016-03-07, 14:09:09
Reply #2

Nekrobul

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Try it out wth HDRI in the enviromet slot. And add some mid glossy reflections. It is hard to say anything about this image because of difuse lithing and not so very good gemetry.
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