Hand & Skin Shader improvement

Hi Guys,

i’m working on a hand animation which should look (of course) as real as possible.
In the current state am fairly glad with the look and feel of the right hand (the hand you see from above).

But the open palm of the hand seems a little bit waxy, unnaturel or dead to me.
But the point is i don’t know why? Is there to less gloss? Sucks the texture? Please Help :wink:

Additional Infos:
What i already did, but it’s not in the render, is that i’ve made the fingers a bit thinner,
especially towards the fingertips. In addition there is a test from the SSS atached.



wow that’s looking really good!

What about a bit more of a reddish color for the palm? Maybe is a bit to pale. Especially in the wrinkles you could definitely use more red.

What are you using to render this?

i’m as curious as Sdados about whether this is Cycles or BI. if Cycles, can you post some nodes? it’s a pretty convincing effect for animation.

Hey thanks for your help. Yeah i forgot to mention that it’s rendered with cycles.
I also forgot to say that the image is not a styleframe from the final animation, the scene is just an simple test environment for the shaders. The hand will be used in a commercial for a tablet PC App.

@Sdados: Thanks, i guess that red flavor improved it a lot. See new images.

@ohsnapitsjoel: I attached the node setup for the skin shader, but it’s pretty straight forward.
And in addition a comparison between the raw render and the postproduction result.




Looks as good as you’ll get with cycles. Just lacking that sort of slightly blurred look you need to make convincing fake sss. Try taking some of the render passes (like diffuse colour) and blurring them before adding it in.

The white on the tip of the thumb and the red lines at each joint are not so obvious on my own hands, but you haven’t shown any reference so I can’t tell if that’s correct or not :slight_smile:

@gregzaal: Thanks, i think i will try to make the creases at the joints a bit smoother and less obvious. I think there’s also to much bump on the palm.

In general the whole thing is a bit paradox. Cause first you try everything to make the hand look like as much natural as possible, but later for the final animation i will add some digital makeup to let the hand look like a smooth silky perfect hand-model hand (like in the iPad ads).

Psst, normal maps as bump maps aren’t working well. In the newer blender builts there is a normal map node (add->vector->normal map)

@JoHal: Holy crap, you’re right :wink: That’s the thing why i posted it here. Thx

there should be more detail on the inside to be more alive.

This looks really good. The SSS effect is fairly convincing for human skin, but it seems to me like the whole hand is translucent.

Maybe you need to actually model some basic bones inside to break the light and remove some of that “jellybean” look?

Or possibly use the ray length node to do the same? Give the hand a solid core of some sort.

@ddter: i think your tip pushed it the most. Thx.
@monsterdog: there are already fake bones inside. But the SSS effect is anyway, under normal light conditions, almost not visible. That’s why i’ve overdone the effekt in the SSS testscenario to have a bit of it under normal light.

What i also did was reducing the gloss and smoothing the bump.
So here is the improved final image/shader i’m going on with.
I think i can’t push it further. Thanks to all of you for your help:


Well it’s the best blender-hand I’ve ever seen :slight_smile: good work sir.

I’d like to know how you did SSS in cycles. It looks very convincing to me.

@ninjinx: The SSS setup is based on the epic tutorial from blendernerd:

http://www.blendernerd.com/sss-cycles/