creating pores?

I was curious if anyone had a quick method for creating pores that they wouldn’t mind sharing. A little bit of depth please. Not like create noise make more grey then use grey to paint out certain areas. Toss in as bump and your done.

I would like to know a good method for getting the start gonig. A good random noise that will work for pore size. I’m using gimp so if your knowledgable in gimp that would really help if not still post, if I can figure out a similar method using gimp I’ll toss it up as well.

jessegp,
I usually make a brush that is small and hard, paint a few marks. I then select these marks, and duplicate them around. If you keep doing this in stages, it gets to be a little more random than just adding noise. I also found out the hard way that if you don’t click normal twice, you end up with pimples:)

On a tutorial from 3d World, they showed how you can use layers to make the blemishes, the pores, and the color maps, so you might want to look at that for better info than I can give.

In Gimp, there are several brushes already available to paint really small marks with, but in blender you can paint with the procedurals, so I’ve been experimenting with painting onto a png or tga with alpha enabled, and I’ve had fun making trials both in a tileable texture and texture painting to the uv map. Both are cool, so it’s up to you to get what you want.

I was just going to try to make some gimp skin textures. Basically my idea is simply to duplicate the texture in a photograph though, the same with other face details.
Another thing I will try is making a mesh in blender, rendering it, editing it, and using it for the bump map and texture. It’s worked well with other things.

Another thing I will try is making a mesh in blender, rendering it, editing it, and using it for the bump map and texture. It’s worked well with other things.

That’s a very useful tip bookeater. I think a lot of people overlook that they can create great 2D textures from the 3D renders.

I really like the idea, bookeater, and you can combine that with the clone paint toll in the uv image editor to really get some cool textures worked out :slight_smile:

The method that I’ve been using recently:

I started by getting my shaders color and spec to look nice. Then I unwrapped my head then baked it. Then saved my uv layout. Took them both and dumped them into gimp add some layers and worked out my color map on top of the bake. That way I had a good idea of what I was getting while painting so there was less back and forth. Then started to paint the bump map and just kind of got fed up with it. It didn’t turn out too bad but I really needed to get some pores in there to help break things up.

I’ll check for the skin tut you mentioned. Wonder if it will go over converting bump to spec.

Jessegp,
Try opening a seperate image on your uv named X, then temporarily clear your material from the mesh. Set it at the default grey, add noise texture, scale it, then bake that… in essence, same procedure, but now you have something to start with that’s the same size, but no guessing on alignment.

Sounds like you are doing fine, probably way ahead of my efforts so far - I’m working on a model for an instructional video, and I can’t spare the time to do anything fun lately. Please show what results you get in the wip forum if you can - I’d like to see what you come up with.
Here is the link you can see
http://www.computerarts.co.uk/tutorials/premium_content/3d__and__animation/gimme_some_skin
This is the tutorial I found that I tried to use on my Unit 12 character. I learned a lot, but I still need a lot of practice.

Craigo :slight_smile:

Well, Yesterday I was trying to get into pores too. The problem is that I have multiple Uv islands, so I have lots of seams over de model. I found out that a good method to do organic bump mapping is to combine procedural materials with custom textures.
So, you make a material and add a procedural noise texture to it and you map it onto the model using ORCO.This way you overcome the seams issue for the pores.
Then you make a new image in the uv image editor and you paint wrinkes and other minor details manually. This last image has to be mapped with the model´s Uvs.
Finally, you combine both, the procedural noise material and the bump image you made by using nodes. You can either mix both textures or make a third texture that defines the areas of influence of the different bump textures over the model.

As I said, I gave it a try yesterday and it delivered pretty good results. Besides, using procedural textures will definitely save you a lot of RAM when doing pores. Otherwise you have to paint the pores in one ore more HI res Textures, I would say at least a 4096 tex just for the face if you wanna do a desent close up.
And if you keep adding bump textures, color textures, displacement textures, etc etc, your model will probably use far more than 1GB of RAM.

here is a 2048 with one pixel sized noise using hurl from gimp to generate the noise. It give pretty good pore size. kind of gives you an idea of what one pixel noise will look like sizewise on a face. I have a little give of stretching on the nose tip I think.

I’ll re up the pic when i get home the compression is killing most of the pores