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Anonymous 07/21/14(Mon)14:23 UTC+1 No.432380 Report

How do you surface photo realistic skin for an asian looking character in zbrush? Trying to make a skin texture and normal map that is good enough for high res portraits is driving me crazy. Some Japanese and Chinese girls I know have really soft looking skin even without makeup. However it still has a distinct texture that will show up in photos as small as 1000x1000px. Trying to replicate it with a shader alone never works it just looks too much like plastic, I have no luck with procedural noise or finding a decent alpha for a brush. Most skin related stuff I come across is for making skin wrinkly 80 year olds or monsters.
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slocik 07/21/14(Mon)15:27 UTC+1 No.432382 Report

>>432380
>asian skin
welp
you should try be getting your head out of your ass
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Anonymous 07/21/14(Mon)15:28 UTC+1 No.432383 Report

>>432382
Are you an inferior black?
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Anonymous 07/21/14(Mon)16:16 UTC+1 No.432388 Report

>>432382
It clearly varies slightly based on ethnic groups. If you do photography in a studio its easy to notice the difference between people as well. If I could easily find a detailed dermatology article about the subtle differences in texture and pigmentation or a detailed study with high res macro shots I would not be asking.
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Anonymous 07/21/14(Mon)16:20 UTC+1 No.432390 Report

>>432380
what is photoshopped?
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slocik 07/21/14(Mon)16:22 UTC+1 No.432391 Report

>>432388
yeah pigmentation, but not cell structure, its something that all primates share
and for that matter most Asians are pretty white

as for wrinkles and skin thickenes or health its depended on lifestyle and age, not on race

they definitively dont have "soft skin"
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Anonymous 07/21/14(Mon)16:25 UTC+1 No.432392 Report

>>432391
>they definitively dont have "soft skin"

proof?
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slocik 07/21/14(Mon)16:32 UTC+1 No.432393 Report

>>432392
my eyes you cunt ?
leave your house once in a while
i hang around or hit on black chicks and chinks from time to time, and they dont look like your anime waifu
nowadays its hard to walk 5 steps without meeting non whites

heres an idea for you, go out and ask some asian girl to allow for you to touch her, if you dont look like a total neckbeard you might even suceed
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Anonymous 07/21/14(Mon)16:39 UTC+1 No.432395 Report

>>432393
Troll and internet tough guy confirmed.
>>
Anonymous 07/21/14(Mon)17:02 UTC+1 No.432396 Report

>>432395
hello and welcome to /3/

sloick is our incompetent resident retard.

ignore sloick posts
hide sloick posts
do not reply to sloick posts

~ have a nice day
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Anonymous 07/21/14(Mon)17:20 UTC+1 No.432397 Report

>>432396
^_^
>>
Anonymous 07/22/14(Tue)05:20 UTC+1 No.432468 Report

>>432380
https://www.google.com/search?q=really+smooth+skin+close+up&tbm=isch&ei=2OXNU9zNLYGvyASZwYGIDg

>>432396
yet he still puts out better shit than almost any anon here, so his opinion on the program and creation side is still valued.
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Anonymous 07/22/14(Tue)07:28 UTC+1 No.432485 Report

>>432468
ah sloick...why do you have to be so obvious every time
> yet he still puts out better shit than almost any anon here
ahhhahahahhaha
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Anonymous 07/22/14(Tue)08:55 UTC+1 No.432491 Report

>>432485
i wish i was, i can still barely get over zbrushes shit ui to actualy use the fucking thing.
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Anonymous 07/22/14(Tue)09:54 UTC+1 No.432501 Report

>>432491
If a UI only slightly complex is too much for you, then you're really not cut out for this hobby/career.
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Anonymous 07/22/14(Tue)10:42 UTC+1 No.432507 Report

>>432501
complex isnt an issue, zbrush ui is fucking retarded
>>
Anonymous 07/23/14(Wed)00:57 UTC+1 No.432598 Report

Skin texture varies based on age, geography, lifestyle etc, but not so much based on race. If you want to do an asian girl with 'soft skin' (not so sure what that means) then just be subtle about it.

http://www.yurialexander.com/tutorials/realistic-skin-detail-and-color/

That is a skin detail tutorial I wrote, it uses most of the standard zbrush alphas, but also look into the Kris Kosta skin alphas, they are pretty decent for this.

Another good resource for high-res images of microgeometry is http://gl.ict.usc.edu/Research/Microgeometry/

They even have a downloadable pack of skin samples to look at.

Good luck with your work.
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Anonymous 07/23/14(Wed)01:00 UTC+1 No.432599 Report

Oh yeah sorry, wanted to add that a lot of the reason the skin looks soft and not rough, is that SSS is killing most of the shadows created by skin detail, so if you have trouble, lower the saturation of the top layer, and raise the saturation of the SSS scatter layer, this will give a nice diffusion to the skin.

Microgeometry as a tiling map almost never works, I would suggest just detailing the best you can in zbrush, something like 12-16 million polys for a head (neck up), and a 8K displacement map (32 bit) should work the best and let you get all the detail you want.
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Anonymous 07/23/14(Wed)01:02 UTC+1 No.432601 Report

>>432598
>http://www.yurialexander.com/tutorials/realistic-skin-detail-and-color/

horrible tutorial. Nothing is using linear workflow which makes it shit immediately. Why the fuck are you writing tutorials at this stage ? I mean, are you retarded? You cant paint a texture if you're not even working in linear workflow which you enable in zbrush by changing the gamm from the default to 2.2, which 99.99999 of all monitors output

jesus
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Anonymous 07/23/14(Wed)01:12 UTC+1 No.432603 Report

Not sure if that guys joking or not, but just so nobody gets confused by him, linear workflow isn't going to be important until you get into maya/max.

Since most everyone is going to be doing texturing/texture correction in photoshop, you don't want to switch to a linear workflow quite yet.

You would apply a gamma correction node between your file, and the shader input (diffuse, scatter color, etc.)
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Anonymous 07/23/14(Wed)01:14 UTC+1 No.432604 Report

>>432603
no thats not how it works. You gamma correct your viewport always - especially while you're painting. You want to gamma correct your color picker swatches as well. This is at ALL stages of any type of digital artwork - 2D or 3D.
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Anonymous 07/23/14(Wed)01:16 UTC+1 No.432605 Report

you seem confused. Of all the linear workflows you could have, that seems like the worst. But to each his own I guess.
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Anonymous 07/23/14(Wed)01:20 UTC+1 No.432606 Report

>>432605
Thats the only linear workflow there is. At all times: corrected view + corrected swatch + bring in non-corrected textures
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Anonymous 07/23/14(Wed)02:38 UTC+1 No.432615 Report

>>432606
No. How you tackle linear workflow differs from software to software, due to some having systems in place to automate some of the work for you, such as correcting applying gamma correction to all color swatches, or de-gamma to all textures.
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Anonymous 07/23/14(Wed)02:59 UTC+1 No.432617 Report

He's not worth arguing with he has no clue what he's talking about. Plus it's off topic. I wrote up the tutorial to help, if it helps great, if not then feel free to ignore it. Has absolutely nothing to do with linear workflow, but this guy is just trying to confuse people with bad info, maybe he thinks it's funny or maybe he really just doesn't know, but either way doesn't matter. Maybe the tutorial helps painting and texturing skin, maybe not, doesn't cost anything to check it out so who cares?
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Anonymous 07/23/14(Wed)03:16 UTC+1 No.432620 Report

>>432615
>>432617

"both" of you just leave /3/ and gb2 polycount making terrible tuts and making a scene. You know fuck all about CG
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Anonymous 07/23/14(Wed)10:12 UTC+1 No.432692 Report

>guys all these photoshopped asian models have smooth skin how do i do that
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