Ten24 Blender Head & Skin Shader Update
Ten24 Blender 头部和皮肤材质+模型,ZTL格式。
TEN24 BLENDER SCENE MODEL UPDATE & MACRO GEOMETRY DISPLACEMENT
The Ten24 blender skin shader scene model was not cleaned up nicely and the SubD level 6 detail from the ZTool has reasonable detail but lacks the high level of detail that is gained by high resolution macro scanning of the skin surface. Using the defuse texture and pushing it through various filters and finally a high pass I managed to generate a detailed bump map that I then put through Knald as a height map to generate a concavity map.
Then in ZBrush I deleted all the SubD levels leaving me with the base low poly model. I then re-sub devided the model to level 7 giving me 34.597 million poly's (This high level is important so we can sculpt macro detail). Importing the concavity map into the displacement channel, I applied the map as a displacement at a level of 0.01 to the model. This gave me the base shape with all the wrinkle detail as captured by the defuse map to work with.
Using macro skin data I downloaded from the Institute for Creative Technologies and the Surface Mimic database available from here and cgpeers I sculpted in new macro detail keeping in direction flow of the existing wrinkles defined by the concavity map detail. After around 4 hours of sculpting work I then deleted the lower 3 SubD levels on the model and did a 32Bit exr height map export and a 16Bit gray scale bump height map export. The reason I remove the lower levels is so that the height maps generated don't have base model shape included, only the detail.
The bump can be blended with your glossy channel to give your speculars a detailed output and the 32Bit macro displacement blended with a 32Bit height map of the original SubD level 6 model gave me acceptable results that I found convincing.
I also cleaned up the original model to get rid of the eyelashes and hair displacement, giving me only skin surface to work with, taking special care not to remove any of the original scanned SubD level 6 detail.
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