Sub surface scattering:
Sub surface scattering works on a series of layers through which the light bounces though the layers underneath and illuminating the character from within a little.
These screen grabs show the top layer with only black coming through and then slowly adding layers underneath. This shows how the light bounces underneath the various layers and can be used to create a warmth to the character.
Scale:
This shade has an alga-rhythm controller which controls the scale of the shader material. This affects the way the light interacts with the shader and so contributes to how the shadows form. As standard it forms on a size of 1 which has soft shadows. I then bumped the scale up to about 30 and the shadows instantly become of harsher form and the light doesn't travel as far within the character.
This can also be seen in the character form a distance, very easily around the stomach and the checks. The fist image is again on a scale of 1 and the second about 30. The shadows are much darker and the shin of the character is more concentrated as well.
Specular Maps:
The specular was very important in the illusion of creating the sense of detail in the skin. The original map I created for this wasn't of high enough contrast so producing a very shiny and not too detailed finish to the skin. I upped the contrast in photoshop and then reapplied it and the shin decreased leaning only detailed specular shin to the skin.
Eye Lighting:
I was advice to light the eyes with additional light which only effect the eyes. This I achieved thought light linking, making a spot light for each eye. This was a steady process of altering the position of the light, their decay rate, intensity and cone angle to create a shin to the eye to make them look more alive.
It was a tricky process as i didn't want the eyes to look over exposed but neither did i want them to only have a light hazy shine to them.

















No comments:
Post a Comment