ZBrushCentral

SSS Style SKIN!!! I think I may be close!

Need Jantim’s help on this I’m sure. Got this skin material (made it wet looking on purpose) but I can’t remember how I got the decay type cavities in it. Want to get rid of them because if you got rid of the blemishes on this material and crank up the Metalicity to 100 on S4 to get rid of some of the built in specularity, it looks like real skin. Im getting close guys, if anyone wants to help get this done I’ll upload the material. Here’s a sample…
skintest.jpg

Yeah, that blotchiness really makes the difference! I’ve grabbed several skin materials off the forum, but none have really been close to loooking like skin to me. This looks like the best so far. A bit to shiny as it is, but the colouring is very good indeed :wink:

Please keep us updated mate :wink: :smiley:

Upload the material… let’s have a play. :slight_smile:

I love the model btw. :slight_smile:

Id love to have it when its done!

The wet skin and the normal skin with Mahlikus the Black lighting works the best. Try it out on any hand models or body models. Even heads look pretty good. Let me know what you all think of this. It is my attempt at a fake SSS material for skin in Zbrush. Thanks to Mahlikus the Black for the light. The material started as a maggot material for a sculpt I was working on and then I started tweaking and got to this.

I think I will try this out on my anatomy study! :smiley: It does look really cool though, sickly. You might want to add tiny little blue veins and a bumps based on orange skins. Although for your character you could use anything really to make a crazy skin texture!

This is a completely untextured model. I used only the skin material and a light that is set up like a spot light shining in the dark. Still waiting on Jantim to look at this and possibl tweak whatever he sees fit. Any suggestions?

oldmanskin.jpg

I did a few test renders with this myself. It doesn’t look quite right, but your definitely onto something with this, Jigsaw :wink:

Shadows don’t seem to cast very naturally with this as it is, also light seems to be unaturally intense in places that probably should be in shadow, but the skin colouring looks really nice, if just a little harsh. It gives characters a sickly diseased look, great for zombies I’m sure :angry: :smiley:

Hope someone can tweak this to perfection, cos Jigsaw has done some really solid groundwork, and this could end up being the perfect skin material :+1:

I think its really important when you get a shader that looks like you think it should that you post the lights with it. Lights seem to have more effect on the final look of a shader in ZBrush than in a lot of other programs.

Another idea is that maybe we should keep a consistent light setup and try to have a range of shaders that all work with that. Otherwise, while we may have several shaders that look good on their own, when properly lit, we might not be able to combine them all in a render where we can rely on them to have the properties we intended.

I think it looks like really fine work though, I’ll check it out.

The light is in the .zip file. it’s the Mahlikus the Black light.

Ok, cool, you were ahead of me.

saw your thread and thought yeh somthing is happining here,
had a quick play and came up with this, any good?
sss-skin-tweek.jpg

Hephisto here looking pretty sporty in his new duds.

Helps if you use a color texture with the material.
Great material man. Very adaptive. I would have to say one of the best I have seen so far.
For a non zombie look you could use a light skin as the underlaying texture;)

one bad thing this material will show EVERY flaw in the model!

hephistosnewsuit.jpg

Attachments

hephistodressedasGacy.jpg

nonzombie.jpg

I don’t really know but it does not really look like skin to me… i don’t have any random brown splotchy spots on me :slight_smile:

well hephys meat suit looks good anyway.
cant figure where the rust like bumps are coming from
what was the original material? before it was skin.

hahaha, pixelsoul, why not? :wink:
maybe tiling this material isn´t the best way. there´s a gradient in it and when you tile, it should be a plane surface. better try to work out things without tiling or only projecting. the more work you put in, the better it will look!

anyway, the first head is very nice!

greetings,
xbucket

one more from me, I watched at the pics one more.
For the color I´d use a texture, use the material only for effects like sss, specularity and these things. Even bump is better controled by a map.
so try to use as a base color for the material a simple touch of orange and add a texture, probably this will bring you to better results.
I hope this helps a bit.

nice greetings,
xbucket

Well i have downloaded it, and put on a model !
I have made some materials that are close to it when the" SSS-material-thread" was active, think i even downloaded some of them !
The problem with these types of materials is the fact that shadows don’t look good on them…due to the possitive ""occluded ambient "settings combined with a “high dynamic range” these give a nice "lit from within"look that can look waxy or jelly-like but selfshadows and shadows from other objects look very faint on them !
You could render a seperate shadow pass to correct that !..another thing is the fact that they dont render well in combination with a texturemap and if you go for “realism” in skinmaters, i think you need to use texturemaps !

There have been a number of skinmaterials posted on the forum perhaps it’s a good idea to make a seperate thread for all skinmaterials just for simplicity .
since i received Jigsaw2211982 message i have done some experimenting on texturemaps in combination with materials myself…and lost a lot of time making testrenders;) … i post them later !

jantim

Thanks for taking time out everyone to look at the material and to those who are giving the input on tweaking certain parameters, I thank you double! :wink:
Jantim thank you for taking time out of your schedule (which I am sure is busy these days) to take a shot at this one. I have been playing with the material a bit and trying to dull down the occluded ambient slider while still keeping that look of light that is radiating a bit from beneath the surface. I must say, this SSS faking is very difficult to do with just one render in ZBrush alone, but that is what I am trying to achieve here. Getting as close as I possibly can to a SSS shader that is texturable for some very realistic renders within ZBrush. Granted you can achieve some very good renders in this program, but with the lack of a SSS shader in the program you still have to render elsewhere for the ultra realistic renders. But lets keep pushing on folks!

I still think its a good start.
Zbrush materials is more like hacking then anything.
If you could make a material from scratch it would be different, But having to modify exsisting ones gees what a headache.