One of our latest scans captures using the T170 stage and rendered in Modo 801.
100% RAW output decimated to 1 million polygons
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
Or resident Modo artist Ross Mansfield has been slowly converting us all to Modo. Having always used Lightwave 3D for rendering switching over wasn’t much of a problem. One thing that is immediately noticeable is the ease of which you can get incredible looking renders in little to no time. This is our first skin shader test, bearing in mind no one in the studio has ever used it for skin shading before this test took about 2 hours from start to finished. Simply incredible software!
We used one of our full body colour scans from the scan store as a test subject. with a few simple epidermal / subdermal / spec and bump maps we managed to achieve some great results