Tutorial : "Making of Moff" by D.Pattenden, San Francisco
Now, all these maps have to go somewhere. Having a videogame Art background, I'm not by any stretch of the imagination an authority on complex shader networks, so I wont be writing anything up in detail. Very roughly ( and obviously ) speaking, in the Hypershade create a blinn shader, slot the colour map into the colour channel, the bump into the bump, and the spec into the specular colour. Set up a couple of lights and that's usually enough to start doing some simple render tests:
That'll give you a basic idea of how the various maps are working in conjunction with each other and what tweaks you need to make to them.
tip: Decide on your renderer early. Maya software and mental ray output quite a different look, and your maps values will look different between the two.
Whilst I'd definitely recommend getting to grips with complex shader networks in the hypershade in Maya, many 3D apps have their own readily available skin shader either out of the box or in plug-in form. The human skin shader by Tom Bardwell freely available from highend 3D here takes the Stahlberg principle and provides a handy ready made shader network. What it does is several things. It creates a layered shader so that the highlights are on a seperate layer, it fakes translucency, it tints the specular colour slightly blue to counteract the tendency toward yellow hi-lights as discussed in Stahlbergs tutorial above, and it creates a 'peach fuzz' effect. With everything in place, some of the render tests were looking good but the skin was still looking a bit 'solid'. I played with a few Sub surface scatter shaders and for good results I wholehertedly recommend the Diffusion SSS shader . ( it only works with mental ray. Try the lightengine shader for Maya software ) I rendered out SSS as a seperate layer and composited with the previous render in Photoshop:
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