Male study

Male_study_v001

Click on image to enlarge

I found this model on line yesterday. It is pretty damn good for a free model. In case any one wants to download it I got it from right here:
http://tf3dm.com/3d-model/human-male-89352.html
It comes with one color map, I used it as my base color and added on top of it in a similar way to the work I have done on the old man !

I am not sure exactly what I want to focus on this time.. maybe I will try to focus on the eyes because it was one of things I did not nail down in other man ! As right now I am just playing with the shader and playing around with lights …

 

Male_study_v002

the eyes look weird here for some reason !

Some eye work + normal map

el7ag_v10

Click to enlarge

 

I did some changes. Most noticeably I got rid of my proc iris texture that I had and replaced it with an iris texture map ! I did not like what I had before… also Omar Mansour my friend who modeled this model provided me with a normal map exported from zbrush because I was missing some important modeling details specially around the eyes area. So I plugged that in and I think it looks much better !

Adding hair

el7ag_v5

 

Just started to add hair using Maya fur. I am not that good with maya fur so it has been a challenge. Its still work in progress ! I know I will have to come back to the eyes later .. right now the hair and eyes are making me question everything i know about the my life and my self !…. sigh

Breaking down some of my feckles and moles proc

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”

moles moles_atr

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.

More_moles

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

freckles

freckles_atr

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

cheeks_freckles

cheeks_freckles_atr

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.

el7ag_v4

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. . .

Epidermalsubdermal

spec&bump

Skin shader update

I added some high freq bump and skin imperfection. I think I am going to take a break from the shading and do some lighting, then get back to shading !!

el7ag_v3

This is my shader tree. It is not very inviting

hypershade

Update on the proc skin shader

So I think this test is getting very interesting for me at least. I was annoyed a little bit by the head model i was working with, if I was texturing that model by the conventional way I am always used to (photoshop) it would have been impossible to do what I just did that fast. I basically asked my good friend Omar Mansour to give me any of his head models.. he has a ton because he is a bad ass modeler, and basically all I had to redo is the RGB maps that I have showed you in the first post on this shader. It took me 20 minutes to carefully paint the 2 RGB mask on the new UV of the new head model. Then I literally assign the shader to the new head with out touching or tweaking anything. All i had to do is to make sure its the same scale. And I hit render this is what I get. . . I think it looks really good for a first look ! since that’s an older dude I will spend some a little more time to add some details to reflect that age. But I am very impressed by how easy it was to assign the textures to a totally different model . . .   Im starting to love procedural texturing a lot !

Realistic Head

The eyes still needs a lot of work. The lips looks strange and I do not have back scatter yet . . . I will keep posting updates 😉

Update

Although I said I wont work on this shader any more but I actually ended adding little stuff ! yeah I lied ..

So I added some freckles and little moles. I think it looks much better. I also think I maybe continue working on this guy a little bit more and use him to learn some hair …

Update