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Master MODO portraits: Master skin, hair and fur

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Date Added: 4th December 2014
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1965_tid_amd-foundry-sponsor.jpg
1965_tid_1_skin-material.jpg
This time we take a look at the skin, hair and other materials needed for this 3D portrait


In this instalment, 3D Artist Bert Heynderickx - aka Alberto Ezzy - teaches techniques for creating believable skin, hair and fur in 3D female character portraits in MODO. Read on!


1965_tid_zzzartist.jpg

Part 1: Improve your geometry in MODO
Part 2: Create perfect image maps with MARI

In part 1, we began our look at the creation of a female portrait, 'My Kiwi Friend', in MODO. We then went on to discover how to create the various image maps needed to texture our female model, using MARI for the most part, with a little Photoshop as well.

In this instalment, we're going to import those previously made image maps into MODO's Shader Tree and take a look at the Hair and Fur settings so we can finalize the 3D portrait of 'My Kiwi Friend'. As with the previous parts, I am going to be working on this figure using an AMD FirePro? W9000 for the workflow featured, which I personally find very responsive and a pleasure to work with when dealing with high-res character creation.


You can download a free trial of MODO to follow along with this tutorial.

1965_tid_my-kiwi-friend.jpg

Step 1: The difference between male and female skin

A few weeks ago, we took a look at the settings for male skin in MODO. We can't just copy those settings to the female skin though, as male and female skin have different properties. Male skin is generally about 25% thicker than females'. In addition to being thicker, a male's skin texture is a bit tougher. So because of these differences, we should lower the Sub Surface Scattering (SSS) distance in MODO's Skin Material's settings, especially the Lower Dermal Scattering settings. After a few tests, I've decided to set the amount to 30%, and the distance to 2.5mm.

1965_tid_1_skin-material.jpg
There is no ?universal skin setting'. Every project and gender needs some Skin Material tweaking!

Step 2: The body's skin material

When it comes to importing all the different face skin image maps we created in the previous part of this tutorial into MODO, I'd like to direct you to The Fisherman's tutorial - part 3, where this is covered extensively.

The image maps for the body are imported in exactly the same way for this female, except for the Spec Amount map, which I don't use for the body here. Instead the overall Specular Amount is set to 2% with a Fresnel of 30% in the Skin Material settings (see screenshot).

I'm using my favorite Render Layout again: two Preview Renderers for the ultimate visual feedback (please refer to my Pro Tip at the end of this tutorial).

1965_tid_2_body-skin.jpg
I don't create a map for the body's specular amount, as the result is beautiful enough without one!


continued on next page >

 
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