Hi everyone, there’s a WIP of my current project, now i ask for some tips to improve my skin shading, texture was made in substance painter, even tho i don’t get the same texture detail, i don’t know exactly why.
Also, i’m using the new Principled BDSF node. What do you think guys?
EDIT: Ah and when rendering, the eyeleashes won’t follow the particle curve, they change, does anybody know why?
The subsurface color should be the color what you usually use for diffuse. And the radius is the one what color is scattered. ( redish in case of skin) . You can put a RGB input into the radius. So I would connect the texture not only in diffuse but also in Subsurface Color. (Its the surface). With the Subsurface slider you define how deep the scattering is. I have mine on 0.15 for real life measure of human in Blender.
Specular : I wouldn’t put anything in Specular. Everything is shiny, but it’s more the roughness that is different. Suggested elsewhere is to leave the specular slider on 0.5 , and play with the roughness instead. Though when I use Filmic, I have to put my albedo values lower, resulting in a material that is to shiny. So in that case I put the specular slider lower. (Could be a hackish workaround, I don’t know).
Roughness. As I see your image, the roughness setting could be higher. Now it still looks to plastic.
Thanks, i’ll try it, i have a specular texture but anyways i will try it. What i did insted, was to increase the roughness value.
Also, now i have a problem compositing my final render, i have two render layers but they are overlapping and cloth shadows are not projecting to the other mesh (head)