Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 11-02-2005 , 07:51 AM
Russell's Avatar
Registered User
Join Date: May 2002
Location: Sioux Falls, SD
Posts: 370

A Good Fleshy Skin Tone

I placed this post in another section of the forum but never got a response so I'll try here. I've been messing around with colors for a skintone close to or matching human skin tones and I noticed how great the flesh tones of Mr. Incredible looked and I'd like to try and mimic that. Do any of you have any ideas on how to achieve this with or without subsurface scattering?

Russell

This is kinda what I'm going for...

Attached Thumbnails

Russell Bolding
CEO/Founder - Russelltopia Studios
Web:https://www.russelltopia.com
Email:russbo@russelltopia.com
# 2 11-02-2005 , 07:53 AM
Russell's Avatar
Registered User
Join Date: May 2002
Location: Sioux Falls, SD
Posts: 370

...But...

...all I'm coming up with is this...

Attached Thumbnails

Russell Bolding
CEO/Founder - Russelltopia Studios
Web:https://www.russelltopia.com
Email:russbo@russelltopia.com
# 3 11-02-2005 , 07:55 AM
Russell's Avatar
Registered User
Join Date: May 2002
Location: Sioux Falls, SD
Posts: 370

...Annnnnnnd...

....this!...


Russell

Attached Thumbnails

Russell Bolding
CEO/Founder - Russelltopia Studios
Web:https://www.russelltopia.com
Email:russbo@russelltopia.com
# 4 11-02-2005 , 03:21 PM
vladimirjp's Avatar
Subscriber
Join Date: Jun 2003
Location: stuck in the 90's boston, USA
Posts: 1,871
SSS is just how light is distributed on translucent surfaces, a good light set up is often key to getting good SSS effect.
sss is not a skin tone and is not always needed.
here is a good start,
create a blinn shader, assign it to your head,
remove the default reflection and turn it to 0
remove any specular highlights on it.
give it a color of RGB: 220 165 170
create a basic 3 point light set up.

open the hypershade

select your head mesh, and in the hypershade shift select the blinn,

then bake out a tecture (in hypershade: edit>convert to file texture)
turn on keep lighting and shadows and bake a 1024 map.

then bring it to photoshop and start tweaking.

then maybe u can use your color map in conjunction with a SSS shader .


Last edited by vladimirjp; 11-02-2005 at 03:24 PM.
# 5 14-02-2005 , 05:19 PM
Russell's Avatar
Registered User
Join Date: May 2002
Location: Sioux Falls, SD
Posts: 370

I George I Think I've Got It!

Vlad, I tried what you said to try but it didn't work but I did adobt a few of the pieces of the puzzle and I may have solved my problem... I think. Take a look at this pic. It's a dark picture only b/c I didn't turn on the key light but you can see the SSS showing a bit on his head. Thanks a lot! A difference changing from a Lamber shader to a Blinn makes. user added image

Russell

Attached Thumbnails

Russell Bolding
CEO/Founder - Russelltopia Studios
Web:https://www.russelltopia.com
Email:russbo@russelltopia.com
# 6 23-02-2005 , 09:24 PM
Velusion's Avatar
Registered User
Join Date: May 2004
Location: Utah, USA
Posts: 369
vladimirjp,
I like that explanation!

# 7 01-03-2005 , 05:57 PM
Russell's Avatar
Registered User
Join Date: May 2002
Location: Sioux Falls, SD
Posts: 370
Okay... latest update. Here he is as I've rendered him today. I'm satisfied with the color of his skin but I'm still not getting the results I crave with subsurface scattering; i.e. the light absorbing in his ear. I'm using SubScatter from LightEngine3D.com and it works but I'm not sure what the best settings would be. Anyone else using SS for their work? Can anyone give me yet another explaination of SSS - maybe why the light wouldn't be showing through his skin? Thanks in advance!

Russell

Attached Thumbnails

Russell Bolding
CEO/Founder - Russelltopia Studios
Web:https://www.russelltopia.com
Email:russbo@russelltopia.com
# 8 01-03-2005 , 05:59 PM
Russell's Avatar
Registered User
Join Date: May 2002
Location: Sioux Falls, SD
Posts: 370

Another render...

Here's another rendering from further back. Notice his ears? I want to get that effect as in "The Incredibles" where Buddy (the boy) is standing outside and the sun is shining and you get a really good SSS effect as the sun shines brightly. Thanks guys!

Russell

Attached Thumbnails

Russell Bolding
CEO/Founder - Russelltopia Studios
Web:https://www.russelltopia.com
Email:russbo@russelltopia.com
# 9 28-03-2005 , 11:57 AM
Subscriber
Join Date: Mar 2005
Location: England, UK
Posts: 145
EDIT: thought u was using maya user added image rushed the post, so ignore everything i just said... lol


to adjust the levels where light hits the object, you can modify the color offset attribute of the shader.

this attribute on its own will brighten the entire model (or where the shader is assigned anyway) you can control the attribute to lighten and darken specific areas by mapping a ramp shader to it, since color offset is a single channel alpha the values of 0 and 1 will represent black and white- adjust the shader to how much you want to bleed light into it.

remember to only use Black and White (represents 0 and 1) this requires some playing around with but the result will be that you will lighten areas where its dark.


Last edited by cung; 28-03-2005 at 02:13 PM.
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads