im strugling a bit creating such a texture, anyone got some tips how to create a texture like that? can it be procedurally generated or do i need to handpaint it?
It’s multilayered. It can probably be done procedurally but I’d suggest you might want to look into using texture nodes.
i already done a lot of testing with nodes, but its very very slow and i somehow cant get it to look right. especially the blood vessels give me a hard time.
any tips how to create realistic looking blood vessels?
go ot he mat repository there are some organic mat that you might use and modify the color may be to get about what you have as a texture here
good luck
salutations
well i tried that already but somehow i cant not create a real random material, when using the marble or wood texture i always end up with some ugly lines which doent look anything like blood vessels.
is there a script or so which i can use to create real random textures and not these diagonal lines from the current ones?
No scripts needed, just layer procedurals.
A simple start for you. Play with it to suit your own personal level of fussiness :rolleyes: If it’s too slow (animation) then bake result to UV map.
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Attachments
flesh_start.blend (73 KB)
wow these look amazing, thanks a lot, i gona play with these and see how its done and what i can come up with:D
‘peach’ colored base, two marble textures, set to hard, one blue, one red, one red cloud texture, adjust influences accordingly
scratch the hard noise, it was soft noise that i meant, here’s a pic…
Attachments
so i looked at these materials a bit closer and the one from Lancer looks very promising, the one from B65ISP is unusable, it looks good when rendered but i need to bake it as texture and then it looks horrible:(
@Modron: thats almost what Lancer has done but i will try this as well and see how the results will look like, thanks a lot.
i played a bit around with Lancer’s material, added some more layers and changed some values and ended with this material:
im not quite happy yet with the blood vessels, they really look weak and the contrast doesnt match the reference at all.
any tips how to get better looking blood vessels?
Have you tried stacking the same texture to increase the effect? also play with the color band and the brightness/contrast settings on the texture itself.
als0 check out the one for blood ithink at mat repository there is one with strong filament like structure
you might be able to add it to your text here
when you get it can you upload the file with text
might be usefull for other people too!
salutations
i already checked most of the mats from the repository and played a lot with all the textures/colorband options but i was not able yet to create something that mimics the blood vessels:(
i will try the texture stacking, maybe this gives some better results.
i gona check how i can upload the material to the repository when i get some time;D
sorry to ask but i loss the address for the repository material
can somone give me the new web site
i know one mat that has what you need but need to find it in web site for mat
Thanks
http://matrep.parastudios.de/index.php?action=view&material=58-bloodshot-eye
http://matrep.parastudios.de/index.php?action=view&material=262-brain
http://matrep.parastudios.de/index.php?action=view&material=75-brain
ok you got the first one i think has filament like structure in it
if you can extract that and add it to your texture i think it would be good
but also the last one some filament too
let us know and show us results
thanks
Procedurals are cool, and not too hard to fairly quickly get a general effect of a texture once you get the idea, but they can only go so far. If kromar wants realistic, why not unwrap the objects and bake the current procedurals onto it? Then using texture paint tools within Blender, or even externals like Gimp or Photoshop, paint on any specific details from there. Looks like you’d only need a few extra hand-painted vessels above what’s there now to look convincing. (unless you want to go right into multilayers with nodes, sss etc kind of realism).