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Hiddenus — Skin node - 16.07.2018

Published: 2018-07-16 02:20:37 +0000 UTC; Views: 5408; Favourites: 64; Downloads: 177
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Description

That's the setting for skin I use for today.

Things hopefully explained enough.


Except Specular.

I don't use textures for Spec, since I have harder time to match it's shine with the rest of the model + any glossy effects I can add in Photoshop so...

Value 0.200 is optimal for having slight shine as skin should, but depending on light source you might want to adjust it up or down.

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Comments: 13

FiXusGMTR [2018-09-25 15:25:36 +0000 UTC]

Would you recommend this for DOA models too?

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Hiddenus In reply to FiXusGMTR [2018-09-26 18:49:12 +0000 UTC]

Yes. It works with every game's models well when it comes to skin.

Unless the quality of model is crappy then the result will be as well (obviously).

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FiXusGMTR In reply to Hiddenus [2018-09-27 16:10:45 +0000 UTC]

Alright, thanks for your answer.... 

I got another question if you don't mind... 

You ever experience something like this when your applying textures on blender, when the body/skin texture ends up being dark? Like on XNALARA, the model looks fine, body texture no problems, But when you apply the body/skin texture, it ends up being darker than what it should be? Like dark as in black skin dark? 

If ever you've encountered it, have you found a way to fix it? Is it a problem with the skin/body texture alone?

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Hiddenus In reply to FiXusGMTR [2018-09-28 14:10:16 +0000 UTC]

Could be alpha channel affecting the way texture is rendered.

Also could be situation where texture is just not loaded for render because Blender says "no". It happened to me quite often.

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Trahtenberg [2018-07-16 18:04:02 +0000 UTC]

It's another beta/demo or complete material settings?

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Hiddenus In reply to Trahtenberg [2018-07-17 12:30:01 +0000 UTC]

I gave up on the whole bundle to be honest. The Principled Shader pretty much beaten the need for the bundle. Maybe with few exceptions.

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Elizabeth-De-Witt [2018-07-16 08:41:06 +0000 UTC]

Thanks <3

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Hiddenus In reply to Elizabeth-De-Witt [2018-07-16 12:24:56 +0000 UTC]

No problem.

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iorel-renders [2018-07-16 05:05:05 +0000 UTC]

Thank you for sharing man!! quick question about your logic though. I see that you mention modifying the spec to 0.2 for shine.... but isnt in the case for the PBR node that roughness is the one that is in charge to control the shine of a material?

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Hiddenus In reply to iorel-renders [2018-07-16 12:24:46 +0000 UTC]

Roughness = blur of the specular. On 0.500 roughness specular is properly rough (imo), but often specular reflects too much making the characters look rather plastic.

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iorel-renders In reply to Hiddenus [2018-07-16 15:55:32 +0000 UTC]

Ohhhh nice!!! didn't knew about that will toy with those settings more often then

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Hiddenus In reply to iorel-renders [2018-07-17 12:31:44 +0000 UTC]

Perfection through experiments and practice. ;D

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lifeissimple-tm [2018-07-16 02:34:26 +0000 UTC]

i'll try that
for sure
thx you

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