Thereafter there was a lot of cleanup in Zbrush to do and adding all the details that got lost in the scan. After that Blender was used for retopology and modeling glasses and eyes. Blender was also used for hair and the rendering which was done in Cycles. Texturing was done in Substance Painter and Photoshop.
I revisited my self portrait that I made a few weeks ago because I wasn’t satisfied with the lighting and colors. I also made some more renders from different angels because I thought i was boring just having it from a front view.
Hi, I like your model . Is it possible to have a look on your skin node, to see how you connect each map please? And an other question how do you make each map? Keep the good job
Hi, thank you JPblend
The skin material is mostly just a standard principle shader node with some subsurface scattering and some displacement, nothing special aside from that. Here is a screenshot:
For the textures I first used a scan of myself as reference and for some of the texturing, but because it was captured with an smartphone it had lots of artifacts and had generally very bad quality. So it was only used for some part with details added on top of it and lots of manual cleanup and delighting so all the shadows and highlight would be removed.
I later added all the details and skin that was missing from the scan in substance painter with an red, blue and yellow fill layers as base. After that I added some materials and smart materials on top of them and some manually painting combined with smart masks. Some of the textures was also baked from the high poly and later manually painted like the subsurface scattering map.
After the texturing was almost done I imported them to Blender and made the last value changes there and manually painted in some things that I had forgot to do in SP.
(Edit)
When it comes to how each individual map is made so is the base color an combination of the skin material made in substance painter and the scanned texture that has been delighted in alchemist and Photoshop and a bit of SP. The roughness was generated in alchemist from the scanned texture and the details was from the skin material and some general manual painting. The Normal map comes from the high poly combined with a texture generated in alchemist from the scan texture. The displacement comes from the height texture from alchemist and substance painter.
Here is an picture of how the textures looks on top of the model. I have plans to upload this model later to Sketchfab so that you can see the textures better as soon I have figured out a good way to do hair cards in Blender. I will perhaps also try to render it in Eevee.
That is very impressive work.
I am a beginner to texture making, so I appreciate the look behind the curtain.
If you need help with hair cards, there is a paid tutorial on the FlippedNormals store that uses Blender+UE4 to make hair for games. It might be useful. Real-Time/Game-Ready Hair Creation
Thank you Tibicen I appreciate your feedback and I do agree that the first on looks better in some departments and generally perhaps looks a bit more professional then the new ones.