Learning to create skin shaders for games is a very daunting task. There are many textures needed to achieve the right look. When using subsurface materials there are two important maps that need extra care. The Transparent map which controls what areas light will be able to pass and the sub dermal map controls how dense the areas of the skin are for light scattering to happen. When creating the material in marmoset it is important for the scene lights to be set up correctly. Using the traditional 3 point lighting at a reasonable intensity is perfect for looking at the areas which light passes easily through such as the ears and hands.
Marmoset skin diffusion |
Texturing the character was mainly done in Photoshop and Zbrush. Poly painting on the surface combined with adding real skin textures was a rapid workflow. My biggest challenge was covering up the texture seams
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