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Published: 2008-03-14 11:01:27 +0000 UTC; Views: 9271; Favourites: 80; Downloads: 891
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Description
This is my latest skin shader, ill be using this to render all of my characters from now on!Full view please!
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Comments: 40
smaugthewyrm [2012-01-02 01:56:30 +0000 UTC]
here we are nearly 4 years later and this shader still looks excellent.
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Ardinaryas [2011-11-06 04:07:41 +0000 UTC]
wow, this is so cool, did u use sss shader? in game industry, do they use sss for their in-game model also?? I wonder how u made the normal map, is it from zbrush or baking from high res model?
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HazardousArts In reply to Ardinaryas [2011-11-07 01:54:15 +0000 UTC]
Yup its a SSS Shader. Iin the games industry we often use SSS shaders in realtime games yes I use Zbrush for my normal maps
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Ardinaryas In reply to HazardousArts [2011-11-07 04:17:42 +0000 UTC]
oh wow, I thought SSS is heavy to render lol. So how about the maps? for SSS, we need subdermal, epidermal, backscatter, specular, and diffuse right? so u have 5 maps for 1 character? Sorry if I ask too much, I just wanted to try low poly later. lol thanks
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HazardousArts In reply to Ardinaryas [2011-11-07 05:50:58 +0000 UTC]
SSS in game shaders is usually an approximation done in the shader itself, still some realtime shaders will make use of an epidermal map so no need for all those maps!
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Ardinaryas In reply to HazardousArts [2011-11-07 06:26:10 +0000 UTC]
oooh i see. Thanks for this info
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Grungefm [2010-04-08 14:24:00 +0000 UTC]
Very interesting. Amazing results..
Im gettin ma nose further into the shader thing myself..
Which software did you use for this? ShaderFX?
Or you programmed it by hand?
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HazardousArts In reply to Grungefm [2010-04-08 23:16:14 +0000 UTC]
this is pretty old, its the default SSS mental ray skin shader in max
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Grungefm In reply to HazardousArts [2010-04-09 00:08:19 +0000 UTC]
Duh!
I thought it was realtime
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CaptainKato [2010-03-06 16:45:16 +0000 UTC]
my class just recently touched on uv maps (to which im absolutely horrid at but i didn't even know there were all these layers involved, just for skin and what not! i have a long, long way to go
hopefully i actually get taught all this xD my teachers kinda...hopeless.
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HazardousArts In reply to CaptainKato [2010-03-06 23:37:43 +0000 UTC]
naw you dont need to learn this kinda stuff not just yet - just focus on the basics such as low poly modelling, high poly modelling, making good uv maps and making some nice textures.
Getting caught up in technology too fast will just blow your mind.
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CaptainKato In reply to HazardousArts [2010-03-06 23:49:02 +0000 UTC]
trust me, this gallery has already blown my mind. In class, we work with maya in nurbs D:apparently its easier for beginners?
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HazardousArts In reply to CaptainKato [2010-03-06 23:56:04 +0000 UTC]
Its great you have passion for this work so early seriously refreshing to hear that your hungry to learn!
Im about to setup a chatroom here: [link]
Feel free to join and ask me and/or others questions!
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CaptainKato In reply to HazardousArts [2010-03-07 00:29:25 +0000 UTC]
i have to many nub questions to ask infront of people
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ColdSake In reply to HazardousArts [2011-12-10 15:40:19 +0000 UTC]
Also if your bad at uv mapping, try a program called uv layout. super easy to cut the model and it does un wrapping for you.. you should know the traditional way as well. but you can learn that with practice.
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AaronC-T [2008-12-14 03:43:52 +0000 UTC]
So, the elbow joint, is it done the same way the knuckles on the hands are done? With a sort of "V" shape?
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HazardousArts In reply to AaronC-T [2008-12-14 08:58:27 +0000 UTC]
Yeah, Its a good way of doing things i think
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Antepli [2008-10-16 09:09:54 +0000 UTC]
That is valuable lecture to read by eye.
May you explain what is the function of each layer or step, please?
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HazardousArts In reply to Antepli [2008-10-17 08:35:05 +0000 UTC]
Sure! I will Try
Flat - this is just a flat skin shader material applied to my low poly mesh.
Normal + Bump - this is the result after i have applied my normal map and bump map to the low poly mesh. Contains wrinkles and subtle muscle shapes.
Diffuse - this is the result after applying my diffuse map into the diffuse slot of the material, it contains colour information only.
Epidermal - this is the result after apply my epidermal map, it contains colour information of what the skin would look like without any blood.
Subdermal - this the result after applying my subdermal map, it contains colour information the deep blood layer of skin ( quite orange )
1st Layer Spec - this is the result after apply my specular mask to control the first pass of specular intensity.
2nd layer Spec - this is the result after applying my specular mask to the second pass of specular intensity. ( this reduces alot of the intensity of the fina specularity of any material - if i went back and removed the 1st pass specular from this image i would have a greasy looking arm again.
HDR Edge reflection - I apply a HDR map and restrict its reflections to only the edges where the HDR map deems light will reflect. Just helps to pop the arm out from the grey background and give a more natural look!
I hope that explains a little bit more ?
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Antepli In reply to HazardousArts [2008-10-17 11:08:51 +0000 UTC]
I appreciate your time on giving me this valuable lecture! I wish you all the best, and I am looking to see more 3D artworks from you.
The process you go through is kinda when an artist start to draw the bones then the skin, then sketches and then coloring different stages. It is nice to know your process! Thank you again!
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HazardousArts In reply to Antepli [2008-10-18 00:05:25 +0000 UTC]
Your very welcome man, THe process is truly about thinking every step of the way. I believe that skin shader is a bit old - i should be able to do a much better one now.
Maybe soon i will go back and update it again!
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Antepli In reply to HazardousArts [2008-10-18 06:05:08 +0000 UTC]
If you did, please let me know!
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HazardousArts In reply to Heckonearth [2008-03-17 09:16:39 +0000 UTC]
Heya, yeah i do have it linked on my CGtalk thread, ill post the link here for you shortly!
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HazardousArts In reply to Heckonearth [2008-03-18 08:41:22 +0000 UTC]
[link] age=4&
p=15
Here you go dude, see if that helps you out
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Heckonearth In reply to HazardousArts [2008-03-18 10:59:14 +0000 UTC]
i'm sure it will
thanks again!
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HazardousArts In reply to Heckonearth [2008-03-18 11:08:28 +0000 UTC]
Damn that link is totally broken
sorry try to go forward to page 4.
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butt-sahib911 [2008-03-14 19:04:51 +0000 UTC]
oooh so YOURE the one who posted this on cgtalk along time ago
VERY impressive
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HazardousArts In reply to butt-sahib911 [2008-03-14 23:32:16 +0000 UTC]
Haha Yes! I found deviant art and decided this would be the best place to simply upload ALLLL of my work, from old to new Slowly im working toward my newer stuff!
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HazardousArts In reply to Mk3 [2008-03-14 12:34:14 +0000 UTC]
Diffuse + Bump in Alpha, Specular Colour with Value in Alpha, Normal. Total of 3 textures ? thats fairly standard for a character.
The shader performs a fair few different techniques and instructions - maybe thats whats confusing
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Mk3 In reply to HazardousArts [2008-03-14 13:43:49 +0000 UTC]
i thought you had heaps of layers of specular like separate specular maps.
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HazardousArts In reply to Mk3 [2008-03-14 23:35:46 +0000 UTC]
Nope Just 3 Maps all the extra instructions are inside the shader itself, they just take instances of the same maps and do funky things with them, so the overheads and footprint are the same, just the calculation times a bit longer.
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