gyarados - Thanks! I might do some tweak to the textures to keep it from being a hulk. I have no problems with question, BRING 'EM ON!!
-For the specular, I did pretty much the same thing as I described earlier in this thread with the vray skin shader. The difference is I added a specular map in the VrayFastSSS2 to simulate water on top of the skin. Basically, the shader ends with 2 specular: one crisp with a map and one blurry without a map. To make the spec map for the water, I used a “RustLeak” texture I found on cgtextures.com. I applied it in MARI with a “TriPlanar” projection. Doing so will prevent any seams. You can see the result lower.
-For the textures of the hands, I did the same as for the head. I downloaded images from www.3d.sk and desaturated them in photoshop. I also did a “Highpass” on them. After that, I projected all of them on the model at very high resolution.
The green monster’s head and body are actually the same as for the Willem Dafoe character. I simply changed the color and modeling. I set it up so I can easily create just about any humanoid character from it. It took a long time to texture at first, but I’m getting the benefits now. the body is divided in 34 seperated UV and the head in 14 UVs. Each UVs is 2048px of resolution. The body and head contains the équivalent of 3x8k maps.
-When I took screenshots of the hands, I noticed a bug. There’s a strange noise happening at a tiny frequency. This happened to me before and it gets worse everytime I Hide/undhide layers in zbrush. I think I’ll have to reproject the whole body… CRAP!!
-For the veins, I painted it as a black and white mask in MARI and blurred the result. I took that texture and transferred it in zbrush to use it as a mask and inflated/smoothed it on another layer.
MichaelMaehring - I’ll probably make the neck and wrist wider but I don’t want to over do it. The body under the suit is already fairly wide and muscular.
hands modeling and bump. Body water specular.

Veins mask

Texture resolution

Body under the suit
