For
the hands and feet. The wrinkles on your fingers and toes, are not deep enough
to just get shadowed, so you cant just overlay a greyscale layer. Create a brand
new layer for your hand and feet. This should be a middle grey layer, set to overlay,
this will make it totally disappear. Then use the dodge and burn tools to sculpt
the details of the hand. This layer needs to be above the rainbowlayer, so that
it is being overlayed on top of the rainbow, instead of the rainbow on top of
the grayscale. This is very important. When it is above the rainbow, it turns
the skin subtle hues that simulate the Sub surface scattering properties that
skin has. if it is under the rainbow, it will just be darker grey, this will ruin
the illusion of skin. The lower picture illustrates the difference. The left one,
the details are above the rainbow layer, the right they are below. The difference
is subtle, but noticable.
Remember
how I said only to do the large scale details in your lightmap? There was a reason.
Now create another middle grey layer, set to overlay so it dissapears, and paint
all the smaller detail, and muscle striations, any muscles that need more definition
than the light map gave them. It is important that this map have about 40% of
the volume detail..
Ok,
so far you say, this isnt that different from a normal texture tutorial. Many
people use this method. Shoot, I didnt even mention using photo overlays, which
are a great way to add skin detail, but I wanted to do this one from scratch.
If
you were to use all these detail layers to do a flat overlay, you would get an
image like this