So today we had a quick play around with the PreIntergrated Skin Shader in Unity. Using one of our older head scans as a test subject.
The shader its self is very easy to setup, simply load in the demo scene replace the head with what ever model you intend to use and copy the material over, then its simply a case replacing the maps and tweaking the settings to suit your model. You can have a look at the settings we used here
You can also download a the compiled scene and have a look yourself.
And because we are feeling especially generous today you can also download the 3D scan and all the textures including the Pre-Intergrated Skin maps used here. The file includes ::
Enjoy! and if you do anything cool with it please let us know.
Using one of our latest generation head scans this tutorial takes you through the process of creating and rendering realistic looking Skin using Modo 601.
Duration :: 70 minutes
Video Format :: MP4 H.264
Tutor :: James Busby
Required Software :: Modo 601 or higher, Photoshop, Zbrush 4R5*
Data Set includes:: Head Scan ZTL & OBJ, All Texture maps in PSD format, Final Modo scene file
Download size :: 1.5GB
We look at the ZTool using Zbrush 4R5 and export the mesh and normal map into Modo where we apply both diffuse and colour and set-up the lighting.
This chapter looks specifically at the lower dermal skin texture and SSS settings.
Upper dermal and Diffuse tint textures are all covered in this section
Learning how to control the specular highlights using very easy to create maps in photoshop
A very quick and easy way of generating great looking bump maps from the diffuse colour map
Rendering the fully shaded head using Modo’s preview render as well as some great HDRI lighting set-ups using SIBL