Blender Head & Skin Shader[Ten24] - GraphixTree Blender Head & Skin Shader[Ten24] - GraphixTree

Blender Head & Skin Shader[Ten24]

Blender Head & Skin Shader[Ten24]


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Download Blender Head & Skin Shader[Ten24]
Plugins & Scripts | Size: 340MB
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The Content Details can be found below by pressing the View Demo & Info Button. GraphixTree.com Is a Free Graphics Content Provider Website Which Helps Beginner Graphic Designers As Well As FreeLancers who need some stuff Like Major Categories Tutorials, Magazines, Design Books, Manuals, Templates, Software Tools From Envato Elements, Graphicriver, Udemy, Lynda By Providing More Than 50 Categorised Necessary Materials Like 2D/3D Cad Software, Stock Footages, PSD Mockup, PSD Template, LightRoom Preset, Flyers, Vector, Web Banner, UI Examples, After Effects Template, After Effects Script, Premiere Pro Template, etc. All Software Tools, Good Quality Graphics design Tutorials including Photography To 2D/3D Animation, Videography are available here.

Those who are Beginner Graphic Designers Want to practice By Reverse Engineering The pre-made stuff from Envato Elements can do that by taking Our available Stuff. Here We Categorised All the Courses In Different Section Just Like 2D/3D Design, Architect, Motion Graphics Object, Gaming Graphics Elements, Product Design Under different Software Programmes Like Cinema 4D, AcceliCAD, Adobe Animate, After Effects, ArchiCAD, CAD Modelling, 3ds Max, Autocad, AutoDesk, Blender, Catia, ColorWay, MARI, Maya, MODO, MotionBuilder, Mudbox, NUKE, Revit, Sketchbook, Sketchup, Softimage, Solid Works, V-Ray, ZBrush, Camtasia, Character Animator, Digital Painting, Final Cut Pro, Unity, Rhino, Terragen Many More.

Then in ZBrush I deleted all the SubD levels leaving me with the base low poly model. I then re-sub devided the model to level 7 giving me 34.597 million poly’s (This high level is important so we can sculpt macro detail). Importing the concavity map into the displacement channel, I applied the map as a displacement at a level of 0.01 to the model. This gave me the base shape with all the wrinkle detail as captured by the defuse map to work with.

Using macro skin data I downloaded from the Institute for Creative Technologies and the Surface Mimic database available from here and cgpeers I sculpted in new macro detail keeping in direction flow of the existing wrinkles defined by the concavity map detail. After around 4 hours of sculpting work I then deleted the lower 3 SubD levels on the model and did a 32Bit exr height map export and a 16Bit gray scale bump height map export. The reason I remove the lower levels is so that the height maps generated don’t have base model shape included, only the detail.

The bump can be blended with your glossy channel to give your speculars a detailed output and the 32Bit macro displacement blended with a 32Bit height map of the original SubD level 6 model gave me acceptable results that I found convincing.

I also cleaned up the original model and got rid of the eyelashes and hair displaced topology, giving me only skin surface to work with while taking special care not to remove any of the original scanned SubD level 6 detail. The defuse map was updated to include the serotonin discoloration that would have been there if the generated macro detail had originally come from the scanned model.

Refined SubD Level 6 Detail Model

Refined SubD Level6 Model with Macro Displacement

Refined SubD Level6 Model with Macro Displacement Vray SSS2

Included Content :
Textures @ 10000 x 10000:
Displacement 32Bit Float EXR,

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Download | Zippyshare – Blender Skin
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