Wednesday, 26 April 2017

Maya Pipeline 1: Texturing - Head Base Colours/Sub Surface Scattering (Part 5)

In this tutorial, base colours were added to the head, eyes, teeth, tongue and gums. This was done using a layered mila_material to create sub-surface scattering so the skin looked more realistic. I've been using this material for my Adaptation B project as well. I think this tutorial has helped me get a better understanding of the shader, so I think this will help me change/improve my models for my other project too. There was also a Phong shader used for the cornea, a Blinn for the teeth, and the ambient occlusion was adjusted on the rest of the body so it matched the skin better.






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