3dkaya opened this issue on Nov 25, 2006 · 14 posts
maxxxmodelz posted Thu, 30 November 2006 at 12:43 PM
It should be noted as well that if you use a photo texture, you need one that has been worked in an image editor to get rid of the "baked in" effects, like specularity and even SSS. When you take a photo of someone, you are capturing the skin with all of it's natural, real-life components from whatever lighting situation that person is in at that time. So the photo of the skin will already have subsurface scattering effects and specularity, which are elements you would want to reserve specifically as properties of your skin shader/texture at render time.
Photo textures need to be carefully and skillfully touched up to reduce those "already present" natural effects, and to separate the color/diffuse texture from detailed and well-constructed specular, bump, and subsurface scattering maps that could be added to your skin shader to help enhance realism. Regardless of the application you work with, these basic principals allow you to utilize whatever lighting you might require or desire in a scene.
You should never be limited by your skin textures... having to match the lighting in your scene to make your textures look good means you're not using a well prepared skin shader/texture. Your skin material should be reusable under almost any environment lighting condition in your 3D scenes with only minimal tweaking required.
Tools : 3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender
v2.74
System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB
GPU.