Croesus:
The bump was created using more or less just the subdermal texture (since the diffuse don’t really contain that much information when working with SSS-shaders). I usually just make it grayscale (don’t use saturate, you’ll loose proper color conversion info in the texture. Try it on a picture of Homer Simpson, then you’ll know what I mean.) then back to RGB. I then use the High Pass filter in PS and voila! Of course theres a bunch of work on the bump after that, a lot of hand painting like the lips for example. That’s all hand painted since the bump contains a bunch of noise I don’t want on the lips. I like it smooth! So with that said, I still have a bit of work to do before I’m totally satisfied with the bump. Right now the model doesn’t even have a spec texture. Hope that answers your question. And thanks for the nice comments!
Aberrant:
No, you’re right. The finer detail is done in the bump texture. I have a fairly good computer at home, but when creating this model which is fairly smooth (no horns, warts etc) that would need more detail than could be provided with a bump instead of a displacement map, it felt unnecessary to do it any other way. So right now the model have no large, heavy displacement map. I just ran it through Decimation Master to be able to keep all the detail with fairly low poly count instead. It’s more or less just a matter of planning.
mokthemagicman:
I didn’t wanna create a render that looks exactly the same as in the movie. I wanted to do it a bit more “my way” so to speak. But I’ll probably do more lighting variations when the hair is in place just to enhance all the detail it will bring. Don’t want it to dissapear too much.