My friend Nicole asked me how did i get the moles and freckles procedurally, so I decided to take a couple of snap shots and isolate those in a render where those procs are plugged into a surface shader. So we are only seeing what are they doing. So I was not sure which procedural I used for moles it turns out I used “Granite”

As many of you may already know, the scale of the Geo in the scene will be taken into account. So if you copy the exact same number you may not get the same exact result. I have setup my scene so that its relative to real life scale. I set my units to centimeters ( yup im from the other side of the world Im more comfortable using cm over inches) and my bust is scaled to where this dude is 2 meters, which is taller than average but still with in the human scale (do not know why I chose to do that but I like whole number) …
I also have multiple layers of moles. In some places I would isolate certain ones to be only around the eyes or the cheeks to control their scale. So here is another layer, probably duplicate of the first one with some tweaking.

Here are some of the freckles layer. I also used granite for this one as well . . .


Using the RGB mask I layered specific freckles only for the cheeks area as shown below:


One last note, if you look at the first color slot in the granite proc above, you’ll notice that it is mapped with something, I actually wanted to break the clean round shapes it was giving me so I mapped a noise into it. Thats why some freckles shapes are interrupted with noise shapes at points.
Thank you. I will keep you posted by updates in the shader. As for now I will share the last render I have for this guy. No progress on the shader, but slightly different lighting.

Although this is technically in progress but I thought it would be useful to share my Epidermal, sub dermal maps as well as spec and bump layers. . .


