Realistic Skin: WIP

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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jonidunno
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Joined: Thu Nov 13, 2014 8:02 am

Hey all,
Just wanted to share with you my skin wip:
SkinTest_v01.jpeg
SkinTest_v02.jpeg
Just to give you an idea of how it works, I started with the tony sculptor skin provided in the LiveDB from there I made a few adjustments and additions. The model and textures where provided via the 3dscanstore. To light the scene I used one Hdri and 2 area lights on the left and right side of the model. The shader set up consists of 3 layers and was inspired by Maciej Kuciara set up.


Starting with the dermis layer which is essentially your diffuse layer.

Next your have your epidermis layer which helps with the wetness/oiliness of the skin.

Third you have your backscatter layer which helps with the sss, Here is a preview of the node graph:
Screen Shot 2016-02-12 at 10.12.02 AM.png

Finally I did some small compositing: desaturated the skin and added some slight filters. For the most part octane really did most of the heavy lifting!!
There are still room for improvements and I'm now moving onto the eyes... Right now they have now wetness/glossiness to them.

hope you all enjoy!

Thanks,
caldreemn
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Wow. Incredible job.

Thanks for sharing.
TonyBoy
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A very realistic job! I wish the Node Graph was of a higher res as the details would be a good guide.
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zoppo
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TonyBoy wrote:A very realistic job! I wish the Node Graph was of a higher res as the details would be a good guide.
Me too!
C4D 2025 | Win10
jonidunno
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Posts: 18
Joined: Thu Nov 13, 2014 8:02 am

Sure thing guys,

Here is the dermis/epidermis
Screen Shot 2016-02-12 at 2.30.45 PM.png
the backscatter mixed into the mixed dermis and epidermis
Screen Shot 2016-02-12 at 2.28.57 PM.png
all together
Screen Shot 2016-02-12 at 2.31.51 PM.png
also I just posted an animation test on vimeo
Thanks,
DinoMuhic
OctaneRender Team
Posts: 192
Joined: Wed Mar 25, 2015 10:24 pm

Very interesting! Thanks for sharing!

Some questions though: Whats with the float texture in the normal port? Why that?
And whats with all the other nodes, which are not connected to anything? Are those backups?
jonidunno
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DinoMuhic wrote:Very interesting! Thanks for sharing!

Some questions though: Whats with the float texture in the normal port? Why that?
And whats with all the other nodes, which are not connected to anything? Are those backups?
Of course,
The float texture are not even being used I didn't have a normal map for those ports, I should kill them for cleanliness...
and yes the other detached nodes are back up nodes from when I was R&D 'ing there are some that aren't even in the screen grab. Just wanted to make sure I could go back before I went too far ;)

and there is a lot more to it then what the node tree is showing you... there are all the values inside the sss, reflectivity, roughness, etc to consider. I just want to share a breif overview with you all. I highly recommend taking a look at that tutorial I left at the top if your interested in learning further, it is very in depth.

Thanks.
JavierVerdugo
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Joined: Thu Sep 18, 2014 10:50 am

Hey Jonidunno, the shader looks amazing. I wonder if you can share the file so we can study in depth every node.
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zoppo
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jonidunno wrote:I just want to share a breif overview with you all. I highly recommend taking a look at that tutorial I left at the top if your interested in learning further, it is very in depth.
Thanks for the explanations and for the link to the tutorial. I didn't even see the link at first reading.
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zoppo
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PS: Your vimeo link is wrong - there's an "url" at the end.
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