Hello everyone!
I’m using this thread to keep record of my progress developing my style of anime realism/ anime inspired styles in 3D.
I don’t expect to reach the quality of studios and /or artists like SQUARE ENIX but I do look to them as inspiration and motivation to my work.
I function in both Blender and Zbrush so there will be work done in both programs in this thread.
If there are any suggestions as to how I can improve the quality of my work, I will gladly take them.
So far I’ve been using a node setup similar to this one, but I input the vertex color as an attribute to a diffuse node through a mix shader. I also have the glossiness controlled through another vertex paint layer so that I can make her lips shiny without making the rest of her body shiny.
Great work. Thanks for sharing your node setup. It has helped me improve my skin tones.
I cant wait till they get the SSS shader and the baking working with cycles. This idea for the setup in very helpful.
The only things I added were a veronoi texture set to cells. the scale is input by a math node set to multiply to get a value of 30,000 and the factor is then divided by 400 with another math node before going to the displacement on the material output.
Great work. Thanks for sharing your node setup. It has helped me improve my skin tones.
I cant wait till they get the SSS shader and the baking working with cycles. This idea for the setup in very helpful.
The only things I added were a veronoi texture set to cells. the scale is input by a math node set to multiply to get a value of 30,000 and the factor is then divided by 400 with another math node before going to the displacement on the material output.
It gives a nice subtle displacement to the skin.
Thanks for the suggestion tomtuko, I attempted adding a bump but I might need to readjust the gloss to respond to the bump texture. Perhaps the bump texture is a bit too strong.
Just play with the size of the texture by adjusting the multiplier and the depth/height my changing the divide setting on the output of the texture. I currently have my divisor set to 800 and decreased the multiplier to make the texture a bit larger and at the same time less depth. You will need to adjust to taste.
I had a bit of trouble with the backscatter on your setup when there is a light behind the head of my model. The whole head turned red instead of just the ears. How did you solve that?
Just play with the size of the texture by adjusting the multiplier and the depth/height my changing the divide setting on the output of the texture. I currently have my divisor set to 800 and decreased the multiplier to make the texture a bit larger and at the same time less depth. You will need to adjust to taste.
I had a bit of trouble with the backscatter on your setup when there is a light behind the head of my model. The whole head turned red instead of just the ears. How did you solve that?
Ah, do you think you could show me the node setup for the bump?
As for my subsurface I also get some strange results depending on the lighting which is why I am looking to improve my skin node setup.
Edit: I forgot to add that I noticed when a non-transparent or translucent object is inside the head (the mouth and teeth for instance) the backscatter in your original not setup was blocked.
In a real head/body there would be bone/muscle that would block most of the backscatter except the ears and at the correct angle the edges of the skin. It would be possible to create a copy of the mesh and then modify it to be inside the body of your model but that would greatly increase the complexity.
Perhaps a low poly mesh inside the the shrinkwrap modifier set to make it inside the target mesh.
I will admit I’m a little concerned about a low poly mesh because the mesh might peek out of the original body and I’m not sure my computer will be able to handle it when I add other details to the scene like actual textures, environments, particles etc. It can get somewhat laggy.
Some blender users are finding ways to achieve realistic skin without using this method so I might need to use a different node setup.
Oh wow, this is lovely I’d post my anime skin shader as a solution for your “glow” issue but it’s a tad stylized (as in not realistic anime but closer to actual anime skin, which was my intention)
I could however take a stab at your shader and see if I can identify what causes the “glow”.
Oh and what is your light setup? HDR? Sun lamps? Spotlights? (it might be due to the light setup, no?)
EDIT: Your blendswap link is broken, what a shame I wanted to follow you.
No problem, I see the link is fixed.
as for the lighting, if it’s not too much trouble do try with an HDR, it might clear things up and solve the “glow” issue.