The Cavity map will mask out pores, as they shouldn’t have any specularity. I have Primary and Secondary Specular values the Primary has a lower Gloss value with a slight blue tint, while the Secondary has a higher Gloss value. No Fuzz or Specular maps are used since I have actual peach fuzz (more on this later) and use the default physically based Specular value of 0.29. I apply a Translucency map for the ears and nose by inverting the mesh normals and baking an Ambient Occlusion map. The Diffusion module is set to Subsurface Scatter and I tint my color to a reddish tone. I use a basic Roughness map with a Cavity map multiplied on top. My material setup for Skin is very simple. Using a combination of Cavity maps from Displacement data and hand sculpted details, my goal is to transfer sculpted data onto the Diffuse so the details match in both the highpoly and Diffuse. After I’m done projecting the maps, I clean up the major pores and wrinkle details on the Diffuse map.
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