It uses 5 lighting passes: 3 for the soft skin, 2 for the backlit red color. 6 Textures: 2 diffuse textures: Subdermal layer, and Diffuse, 2 normal map textures: detail, blurred x10, 1 color bleed map(not the right name for it…), and a spec map.
I am working on simplifying it, and reducing the amount of textures it needs. Any critics are welcome.
Whoa. That’s even better than most game engines nowadays can handle (but of course, this is a single scene). It actually looks pretty close to reality to me. His hair, although short, should still have a little darkness, and his ears are a bit cartoon-ish. Also, the area where his nose and cheeks are is a bit too smooth - if those problems were fixed, I don’t know if I would be able to tell the difference!
Thanks for the comments. I am almost ready to release, I made 3 versions of the shader, Complex, Mid, and Simple.
The complex version uses 3 lighting shaders all with a blurred normal map for diffused lighting.
The mid version uses 2 lighting shaders without the diffused lighting
The simple version only uses 1 shader.
They all use the same backlight setup.
The Complex version needs 6 textures: Diffuse, Epidermal, Detail Normal, Blurred normal, Spec, SSS map.
The Mid version needs 4 textures: Diffuse, Detail normal, Spec, SSS map.
The simple version also needs the same 4 textures.
I also cleaned up and optimized the nodes, now there are half of what they used to be.
Mr Excalaberr. I know this was an old post but will this still work in the latest blender now? Was there any improvement and a simple method for sss skin since I’m not good with node although I know the use of node( in BGE only).