Textures and Shaders
After unwrapping, the best way to bake your mesh is using the Render to Texture tool (go to Rendering > Render to Texture). I selected the model and ensured that, under Mapping Coordinates, the Object was set to ‘Use Existing Channel’. I added an Ambient Occlusion map in the Output section and ensured the output image size was high enough.
This gave me a very good start, from which I could then start painting in Photoshop – section-by-section. I choose to paint high resolution texture maps as it showed more detail.
Then
I desaturated the colour map and tweaked it to be used as bump and specular maps. I then used the Mental Ray ‘SSS fast skin shader’. I also needed both epidermal and subdermal maps, which were painted in Photoshop.
Material Editor
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