This is just an example how one can go about texturing with the misss_fast_skin shader for mental ray. I am by no means an expert when using this shader, but I found some interesting things while working with it.
One of the most crucial parts of working with this shader is to keep your layers in your .psd file and then just save out .jpg's or .tga's for your maps. Yeah, your psd file will end up being HUGE...mine was upwards of 500 megs (a bit much but I'm anal). It will pay off in the end because if you have layers like for 'veins' or 'fatty blush patches' they can directly correspond to the different SSS attributes. Like for example the veins that show up in the ear...you are probably not going to want those to stick out very much unless it is backlit so I basically had them at 100% opacity for the back scatter and then lowered the opacity considerably to like 10% for subsequent maps. It's also probably a good idea to put notes on your layers.
For example: ear veins 80%diff_10%overallcolor_100%backscatter
Here's an example of the different maps used. Some of them are older versions then used for the final, but you can still get a good idea on how they were used.
Diffuse Map - A good place to start is with the diffuse map. I basically overexaggerated everything in this map. everything is at 100% opacity and saturation. You can control how much of this map you want to 'mix' with the sss layers by tweaking the 'diffuse weight'. Mine is set at 0.4.
Overall Color - The next map I worked on is the overall color. This is basically an overall multiplier. So things like eyebrows won't have scattering effects on them. I also desaturated this map considerably due to the fact that it is a multiplier.
Back Scatter Map - Here's the back scatter map. The black painted on the nose is there to block the back scattering effect. You can get the same results by making a 'back_scatter weight' map.
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