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Messing with materials and textures. I got my hands on some face scan displacement textures so I've been experimenting with those. I've discovered that a lot of quality relies on these kinds of things as opposed to the shaders and geometry. Not to say that shaders and geometry don't matter, I still have to figure that stuff out.

Certain pore patterns and skin stretches are incredibly hard to replicate through painting and sculpting. However without a matching diffuse texture they require a bit of work to look acceptable (see: weird spots on her cheek). I think once I figure this stuff out I should finally put skin research to rest for a while to focus on other things.

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QuarterGamer

2 hours 9 minutes? Fucking hell. The end result though, it's very blobby looking, like the displacement is being multiplied, it's a decent experiment but it's look weird to me. Also looking now, you gotta do something about texturing the top of her head to hide the fact that the hair just goes right through her head, it might be a bit cheaty to texture the scalp but it'd look better with the hair.

nyl2 (edited)

Comment edits

2021-07-15 04:35:41 The solution to that last part definitely lies within improvements to hair. Things like micro hairs, more styling, more of a detailed hairline, etc. should all make it look better. I'm just not that good yet. I want to work on that next month.
2019-04-22 00:21:49 The solution to that last part definitely lies within improvements to hair. Things like micro hairs, more styling, more of a detailed hairline, etc. should all make it look better. I'm just not that good yet. I want to work on that next month.

The solution to that last part definitely lies within improvements to hair. Things like micro hairs, more styling, more of a detailed hairline, etc. should all make it look better. I'm just not that good yet. I want to work on that next month.

QuarterGamer

I mean you could do this micro hairs, but I think texturing for the time being would decent enough, so as to not make the strands stand out.