Join Ryan Kittleson for an in-depth discussion in this video Adjusting the skin shader, part of Digital Creature Creation in ZBrush Photoshop and Maya.
The Subsurface Scattering Skin shader is made for human skin.…So there's a few ways that we have to work differently for a creature.…I'll explain each one of these changes and talk about why I'm doing it as I go.…So let's get the colors and shininess of the skin setup.…Let's maximize our view of the attributes here of the skin shader.…There are several different places to put color.…I am going to open up the Subsurface Scattering layer.…You can see that there's Overall Color, Diffuse Color, Epidermal Scatter Color,…Subdermal Scatter Color, Backscatter Color.…
It can be very confusing.…If you are doing a creature with very thin or translucent skin or if you are…doing a realistic human, you would need to put very specific colors and textures…into each of these channels.…However, the dew hopper has tougher leathery skin.…So the way it responds to light is a lot simpler and we can get away with…reusing the same color map in several of these channels.…So what I want to do is put just a general color that's going to describe…
- Brainstorming and refining a character concept
- Installing custom brushes
- Optimizing tablet settings
- Posing the ZSpheres in ZBrush
- Sculpting muscles and midsize shapes
- Working with DynaMesh
- Using GoZ between ZBrush and Maya
- Creating topology for animation
- Sculpting fine detail
- Cleaning up a mesh in Maya
- Creating the UV layout
- Lighting and shading
- Painting texture maps
- Posing with Transpose tools in ZBrush
- Batch rendering a turntable animation
Skill Level Intermediate
1. Preparing Your Workspace
2. Designing the Creature
3. Basic Sculpting in ZBrush
4. Basic Modeling in Maya
5. Creating Topology for Animation
6. Creating the UV Layout
7. Creating a Pedestal Environment
8. Lighting and Shading
10. Posing the Model
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