anyone here know how i could duplicate this shader inside of maya i really like the look of it but have been unsuccessfull
blinn with a wide spec and tiny bump, comped with env.sky pass for cavity shader effect, and maybe a bit of pixho’s SSS fake too? You could try and get it in a single shader, but you’d have much better luck doing it as a multipass.
I could whip up somethingh for ya in Lightwave, Bro, but I got no chops in Maya’s materials…: (
Dickie
dickie i would but ive never even opened lightwave before but thanks a million (its your shader anyways who better to know how to duplicate it) i will try mestelas technique and see what i get. thanks again guys if anyone else has a hint my ears are open
for MAya
i would recomend getting SSS shader
here is a link http://www.cgtalk.com/showthread.php?s=&postid=1339646
let me know if you get a good result out of the displacment map withen Maya , mine failes
Maya crash when i try to follow the setting that was in the Zbrush PDF tutorial
I think to better aid you, we would need to disect the shader first. Then, someone might be able to estimate what makes it work in Z and how to mimic this in Maya. Another thing is that Materials and lights are like guns and bullets. The lighting also needs to be disected as well.
This is IMO but also , to me, seems the logical route to take.
As an example. I am not sure if the materials diffusion is bases off of one or more shaders, a soft and high diffusion falloff, or ambient settings in the material or lighting or both…lol…see what I mean?
Great material and lighting BTW. I like the color change it takes through the specular. Or maybe thats just lighting.