For this, I thought I'd try one of ZBrush's little known features called Pixolpaint. With this technique, you are actually coloring vertexes on the model, rather than pixels. You can then transfer that information into an actual color map for use in Maya or some other renderer. ZBrush is becoming more attractive to me all the time.
One of the nice advantages of subsurface scattering shaders is the nice, realistic, light leak you get coming from this surfaces like the ear here.
We also had to do a "fake skin" shader that used a combination of older shaders to try and get the same effect as a subsurface scattering shader. However, it left much to be desired:
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