Wow! Thanks for the top row.
Ouch, now the pressures on.
odhinn: Hey, thanks, well I used to rock back in the day, on a japanese copy of a fender strat.
Now I just noodle the blues. These three keep me hoppin’now. (My rockin days are over).
Polaris30: Using Mental Ray for rendering and Maya 5.0 for animating.
Woah now, the Shader is by Miguel A. Santiago, it’s called DT3D Skin Shader, you’ll find it on HighEnd if you use maya.
He really knows his shader stuff, he’s written alot of them.
mutant: Yes, of course, the formidable Julian Johnson’s solution for blending between displacements. I’ll check it out. Thanks mutant.
Svengali: Hey man this is you’re fault, you know that right? 
Thanks, reconsidering the pores. I’m trying to exagerate certain qualities, so I maybe went overboard with those.
Not sure I agree with you on the “best from scratch” comment, but thanks anyway for the compliment.
Atwooki: Yes what I’m after is something convincing, so that it feels resolved.
It’s those annoying glitches that disturb the eye the first millisecond you look at something.
I’m trying to eliminate those, but I’ve been staring at this so long my eyes aren’t fresh anymore.
All these great suggestions help me see it clearer. Thanks for yours, gets me off the specular hook for the moment.
As far as SSS, it doesn’t work with Maya 5.0, and my upgrade discount has expired with alias.
Full price for 7.0 Complete for me now, so we’ll see. I’m lovin’ Miguels shader for the moment.
Excellent work yourself btw.
SolidSnakexxx and Webhead: Thanks guys! Much appreciated.
Migusan76: Hey there you are! (Tried to email you @webaddress last night, came back. Wuzup with that? email me)
No, remember fast_SSS shader wasn’t built for maya 5.0, You’re all I got brother. 
lemons: Thanks, I’m not sure I’m using Miguel’s shader to it’s fullest potential, lemme see what’s possible. Thanks for kickin it lemons.
Polaris30: Hi again, and thanks for enjoying this. Joe Alter and his crew at Shave do a great job with their hair plugin.
Strannick: Appreciate the thumb, still have alot of rigging/morfing to do.
Here’s the Color Map grabbed from ZBrush (flat render), I adjusted it, now to see how it works in Mental Ray.
