Free Scanned Head Model + Cycles Skin Shader

3DScanStore.com are giving away a free blender scene, that comes equiped with a free 3d scanned high detailed model, 4k texture maps (Specular, normal) and 10k texture maps (Diffuse and bump).

Here’s a quote from the site -

“Once again we are giving away a super cool render scene with skin shader and high resolution Head Scan, this time for Blender! This shader was created by the tallented Andrei CristeaLead Character Artist at CCP Games in Iceland. Take a look at his amazing portfolio and be sure to thank him for generously donating his skin shader.”

Link to the site - http://www.3dscanstore.com/index.php?route=common/home

Just click on “Free Stuff” and then “Blender Render Scene” :slight_smile:

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No offense to Andrei, and I’m not just saying this because I sell a competing skin shader pack for Cycles… but I’ve had a look at that shader in the past, and it’s based in pretty much nothing. It looks alright under that one specific lighting setup, but if you change anything it falls apart fast. The scales are meaningless, the colors and scattering radii are made up on the spot (and only use two layers, for some odd reason), only a single specular profile is in use, and if i recall correctly it’s not even energy conserving. The “tweak it and make it up until it looks good” method of SSS and skin building were alright in the past, but these days we have real-world values to work from that are publicly available, and physically based SSS models that allow for proper translation of those values into most modern renderers, Cycles included.

@m9105826 - I completely agree with you, but i mainly shared this resource for the model and texture maps…

It’s a great model to test out w.i.p SSS shaders and fine tune them :slight_smile:

p.s - Can you share a link to where i may find these real-world values at? i’m interested in studying SSS further in the near future, and that would help me a lot

Oh yeah, absolutely still a great resource. It’s one of the models/texture sets I use when testing new releases for my shaders.

Here is a really great resource for real-world SSS values for skin by the way. I know it’s in GPU Gems, but the theory discussed is definitely not limited to (or probably even realistically possible) for real-time rendering.

http://http.developer.nvidia.com/GPUGems3/gpugems3_ch14.html

However, if anyone is interested in SSS for real time rendering, do a search for Separable Subsurface Scattering. It’s an amazing paper/presentation, and even comes with an awesome interactive demo that shows off how close we could potentially get with a real-time SSS preview in Blender.

Thanks for the link! Very informative :slight_smile: I’m sure i can make use the information, I’ve only briefly scanned the page for now but what i saw looked interesting. I’ve bookmarked that page to look into when i have a bit of free time.

Thanks again :slight_smile: