hey guys this is CG animator I'm going
to go by Derek from now on just because
um I did the whole CG animator thing
when I was like 15 and I'd rather use my
real name my name is Derek Sasson I'm a
3d artist for commercials and I know I
haven't done tutorials in a while but I
thought I'd start to slowly bring them
back and give you guys a bit more
professional grade tutorials now that
I've done since I've taken time off I've
gotten a lot better I've worked at a
some more studios I've learned from a
lot of really really great artists and
hopefully I can show you guys how to
become better artists yourselves um for
this is not a software specific tutorial
I'm hoping to do more of these where
this is just sort of theory you can
transfer these skills
hopefully just for this this sort of
series where I just do CG tutorials and
not a blender specific or my specific or
anything like that excuse me for those
of you who would like me to continue
doing the blender tutorials
unfortunately I haven't used blender in
a really long time what I use is Maya
primarily for my primary 3d software and
the only reason that is is because it's
not for any sort of software
deficiencies or anything in blender
I love blender still I think it's an
amazing program the fact that that is
free is amazing but it's just that every
studio that I work at that I use to pay
my bills and stuff use Maya and I'm not
going to invest my time which is pretty
valuable to me considering that I get
paid daily so I'm not going to invest
time into a program that I don't use in
my day-to-day that I use to bring money
in so I use Maya it's the industry
standard for now when that changes I'll
change with it but for you interested in
learning Maya stick around in the future
I'll be making my own tutorials and more
ZBrush stuff and Photoshop maybe some
After Effects and some new compositing
stuff like that for those of you who are
only interested in blender tutorials
it's not about the tool to get there at
all it's a bad artist who blames his
tools on
that art it is all it's about using
whatever tools you have at your disposal
to create great art and I'm just using
the tool that I know best so if you have
a problem with that you'll feel free to
unsubscribe wherever you want because
when I started doing ZBrush 2 towards
the first time I stopped because I got a
few comments saying people weren't
subscribing because they were here for
blank tutorials and that's just silly
because it's all about the art it's not
about the software these are just my
software that I choose and that allows
us to do is choose but anyway today this
tutorial will be on creating pretty
realistic it's not completely photo real
but um send my realistic skin from
scratch I didn't want to do tutorial
where I show how to just project on skin
because that's not we're not painting
anything for those of you wondering I
had the same issue when I started I
always thought how do you create
realistic skin and get it to look like
this I'm just this is a texture tutorial
this is not a shader tutorial this is
how we create the image for the texture
in in various programs I oh I didn't I
had no idea and now that I do I feel
like this is a pretty good thing to
share for those of you wondering who
that you know like I might have the
painting skills for that I barely
painted any of this this is just smart
ish image manipulation and I will go
through that with you so first things
first we're going to go to the model I'm
not going to go through how I modeled
this how I did the stubble or the
eyebrows yet let's get in closer so you
guys can see just in case it's you guys
don't have a full screen or anything
like that you can see we have nice
sunspots and really nice breakup of the
speck pattern with a normal map and got
some nice subsurface scattering stuff
but for the most part we're getting most
of our nice color stuff from our color
map and I'm going to show you guys how I
made the color map the spec map this is
a skin shader so I used a subdermal map
to I'll explain what that is later and
no map
nomads calling up spec map I think
that's all I used and I'll show you I
textured these eyes too just because
we're this is the texturing tutorial
I'll show you my light setup on my
cosplay mount light setup I'll just show
you and sort of explain what it's doing
I'm not going to show you how to set it
up or why I set it up certain ways too
much because this is primarily texturing
so first things first let's jump into
ZBrush this is the model I made I made
this about three years ago it took me
about an hour and a half this was just a
quick sketch the model itself isn't
great I just really liked the design I
just I still like the design that's why
I chose to create create like this you
can see there's a pretty substantial
difference if you look at this shaded
versus this and that's because I didn't
do most of the texturing here I use this
for the sculpting so what I did was I
took this model if you look at the the
wireframe here it's it's just it's just
god-awful god-awful what I used to read
apologize this and the process of Rita
Paula G is to recreate the topology but
keeping all of the forms so that we have
it animatable and/or referenceable or
renderable because this is not really
renderable right now I mean it is but
it's it wouldn't be good because
everything's stretched and it's bad and
it's just awful
what I used is this right here zremesher
basically what you do is you choose
zremesher guides here you draw your
guides of where you want the topology to
flow roughly and you hit this button and
it just creates this amazing new
topology I actually didn't save the
ZBrush file because all I did was export
the obj once I was finished I'll show
you guys how that turned out here in
Maya I'll be doing on my tutorials in
the future I might do a few basics just
to get started and then go up and up in
difficulty but you can see here the
topology is really really nice I didn't
have to edit any of this it just created
it just created this from scratch from
with the guides that I gave it which is
just awesome is this production-ready
absolutely not there's um it's not
symmetrical this is the fact that it's
not doing the same thing on both sides
with me
the rigor would have to paint both sides
instead of being able to mirror it and
blah blah blah
it's there's a lot of stuff wrong with
it but is it good enough for my just at
home render that it just did in my spare
time
absolutely it was more than good enough
Jesus okay so anyway I used this now and
then once I reach apologize it was a
measure I reprojected all the detail so
I have my new cleaning mesh next thing I
did was on I upped the the poly count to
about two or three million I think I
went into lightbox here to the alpha
palate here I added leather skin and one
of the bumpy skins I can't remember
which but I already loaded the leather
skin in here and what I did was I just
kept it on standard went to stroke added
you know in the stroke I went to spray
added that leather alpha there and I
turned the Z intensity to about nine or
eight and then let me go somewhere else
here and all I went and did was just
spray it on the leather and the the
pores um and just went through here just
gave it this break up I didn't it took
me about two minutes that's all I did it
just went through and did it if you look
here the normal map with that au that I
extracted from that created this really
really nice break up here in the
specularity for those of you who are
wondering what a normal map or
displacement is I will show you let's go
into our extra pilot my texture on
folder that I created here and let's go
through although the textures I
extracted from this guy here number one
is the displacement number two is the
normal map which it's hard to see but if
i zoom in really close here you can see
there's all this fine skin detail just
great and number three I extracted the
color map and let me show you guys what
that looks like here if I turn on poly
paint and go into a skin shade for so
that we can see it up better it's a
super basic poly paint I painted this
three years ago before I knew much about
texturing but it was a good starting
point for me
you can see it's just really pink and
there's just some basic highlight stuff
like I just added a lighter color here a
lighter color here darkening his eyes a
little bit and darkened in this area
here a little bit but that's basically
it very simple very very simple um let's
go to the image again so that's all this
looks like here so let's jump into
Photoshop and we can dissect the PSD I
made with all my layers I'm not going to
create all this from scratch I'm just
going to show you layer by layer what I
did and how I did it okay if we look in
here so we have a lot of detail there's
lots of skin imperfections and skin
stuff and moles added veins and
occlusion and it looks nice um let's go
through each layer see how I did that
so first things I did was add the
texture map just that's it just add it
in in here next thing I fixed his eye
because I'm when I rendered it it seemed
very very dark and that's because I just
painted it weird so what I did was I
added a levels adjustment layer and all
all an adjustment layer is is that any
layer underneath the adjustment layer is
affected by whatever you do the levels
the hue/saturation the brightness
contrast whatever I turn that on
and then if you look here on this piece
here I added a mask and if I control
click that it'll highlight the mask and
I just masked it to only affect the eye
that's all I did
next thing I did I added the
displacement map on top with an overlay
on 43% opacity and the reason I did that
I'll show you what it looks like by
itself the reason I did that was overlay
is sort of just an additive mode that
adds all of the darks to the dark and
the what the whites to the white in the
reason I do this is just because it
makes your con map have form because if
you are lucky enough to have a sculpt
with your texture you can add this on
top I usually do this one with ice
and stuff that I do in production and it
just adds a lot of dimensionality to
your texture map for free you already
have it with your displacement map and I
just turned it to 43 percent opacity
because it's just way too strong on 100%
opacity okay next thing I did took the
normal map let me bring that in here
show you guys exactly what I did turn
this off here okay first thing I did I
took the normal map if you guys want to
bring an image in and have it fit
exactly in you hope recipe for the move
here if I just move it in here you see
it's offset it's not directly fitting
these are all 2k meaning 2048 by 2048 so
what you want to do is you just want to
hold this and then hold shift when you
bring it in
it'll just fit exactly how you want it
to so what I did was go to this layer I
set it to multiply and different opacity
now let me explain multiply in screen
those are arguably the two most
important blending layers at least with
some this sort of thing
what multiply does is it looks at all of
the white values and it gets rid of them
and leaves only the black values if you
have a value of 100% white it will be
100% transparent if you have a value of
100% black it will be hundred percent
opaque 50 percent gray is 50 percent
opacity so what I did was we have all
this really nice skin detail how could
we transfer that over into our color map
for free very simple all we're going to
do is go press control you to bring up
our hue saturation and we're just going
to turn the saturation off another way
to do that which is how I do it is a
control shift you just get rid of all
the saturation these me get this
grayscale now what I did was set it to
multiply and gave it a 57% opacity I
have a bug where when I use opacity
sometimes it'll give me these rich
streaks so we just might want to fill -
no but anyway the main problem here if
we look we have if I let me put this
back to normal we have this 50% gray and
like I said before 50%
rain is 50% transparency I don't want
that I want the white parts to be there
and with a black person to be there I
can do without this gray in between
stuff so what I did was if I go to
multiply I'm gonna go to levels are let
me show you normal and then I'll show
you that you can see our levels we have
all of this gray and this is these are
only actual color information here we're
gonna bring this to the middle here
these are our mid-tones bring this up
and I'll bring your thumbs back down
bring our darks down and we're just
going to do this until we have white and
black only I just did it roughly there
set it to multiply and it's better it's
not darkening it as much so what I did
was delete that set multiply 57 instead
it's a 1 what I did was I just commonly
applied a levels to it so it looked like
this and then I also applied a levels
because I get that streaky issue there
one thing you can do is you can um just
mess with the black value until
everything's white it when it's in
multiply it doubles as a transparency
and I have to do that sometimes because
of that weird bug anyway next thing I
did you turn off the normal map
underneath it I added this very subtle
skin here and this is just in the
texture map this isn't in love well this
isn't in the normal map and the way I
did this let me show you if I merge the
two it gives us a nice convincing skin
pattern without and with the way I did
that is very simple we go to my textures
I downloaded this texture offline online
I just typed in like skin texture or
something alright all I did was scale it
so it looked a good scale
I held alt and move it around so you
duplicate layers if you'll shift it will
snap it to an axis instead of just being
free did that and then ctrl e I used to
merge down meaning when I duplicated it
there were two layers
control II will merge one of the layers
directly down so - so I just created
this I just kept tiling it over and over
and over over again until I had this
very repeatable but this very repeatable
texture it's the tiles very obvious
I got rid of a hue and saturation of
just the saturation so it's a soft light
I think yeah just because it gave me
this nice effect that sometimes I'll
literally just go to normal just scroll
down until I see a nice effect that I
like so soft light and then I set the
opacity down because was a little strong
that's it next thing I added this sort
of subtle not too subtle if you look
from before-and-after but I wanted there
to it to look like there are veins
underneath the surface so I found this
nice rock texture here this guy and if I
show you guys this isn't soft light - if
you see I literally did the same exact
thing
tiled it inside it's a soft light turn
down the opacity now I did a test render
and you can see if you look at your own
skin that your own skin is not this pink
and the fact that we use a subsurface
layer this isn't our final color our
final color if you look is closer to
this but the fact is we have subsurface
scattering meaning a light is
penetrating this and so we can get veins
and stuff like that and it feels more
like there's depth so in order to get
that I used a subdermal color pass here
underneath the skin and it's the same
exact texture it's just I just change
the hue to be more saturated and then I
changed it here to be a little more on
the orangish red side so I can get that
in these dark veins and the blood cells
and stuff like that give a really nice
result but um when I especially when I
mix this with this it the result was way
way way too pink so I had to make it
look more like skin so here are four
adjustment layers I tweaked the levels
made it a little deeper a little more
saturated this is brightness made it
brighter so the two together let's let's
show you this just makes it look a lot
you know more saturated change the hue
because it was too pink
so just lose it over towards the yellow
and then afterwards I tweak the level so
now to make a little more tail so now if
you look it looks a lot more like just
if you took in dried skin a bit which
looks good we're almost done here next
thing I did I wanted there to be
separation in his lips so all I did was
created this super simple I just um
painted this inner color here I gave it
an inner shadow with this if I show you
what that looks like inner shadow here
with this color at normal turn the
opacity down until it good and then all
I did was so it's multiply at 15:15
percent opacity that's it darker lips
very easy and the reason I gave it that
that inner shadow which basically was
just giving it a nice rim and so it
wouldn't just be so abrupt next thing
banes very very very simple veins turned
out very well I will show you how I
created those I found this vein pattern
most of the textures I get are just off
of Google + or CG textures com I just
added this in here
first things first scale it the next
problem is you can see there's an
obvious cutoff point I grab the eraser
if you want to change your size of your
eraser the brackets on your keyboard do
that nicely I turn down the opacity um
during this project
I lost my tablet pan so I had to use a
mouse but that was fine since you can
see most of the things we're not
painting so all I do is I'll go with the
low opacity Mouse just go along the
edges here
I think I just completely got rid of
this portion
yeah oh yeah um so you'll notice here
notice here if I go to the veins it's on
normal with a hundred percent opacity
even though it's super see-through and
that's just because what I did was the
first things that I did let's control
you go to colorize turn up the lightness
of the saturation oh wait wrong ones
okay let's above it here
whatever does matter but I'm colorized
to have the brightness here drop the
saturation I found a nice like blue and
then make sure it looked a nice dark
deep blue I could use around there next
thing I did was turning on the opacity
until it merged quite nice okay and then
I got the move tool be held alt all I
did was just move it around to where I
wanted it get rid of my other veins here
and then um I merged it down and you'll
notice that when I merged things down
everything goes back to normal I also
think I said it's a multiply just for
the heck of it we're square I'm overlay
maybe yeah I said it to overlay it looks
like because you can see overlay it
makes it look a lot more integrated
overlay and lets up the capacity and
merge those down and you can see it's
changes the opacity so no I don't think
I did it overlay actually but whatever
when you change the opacity of something
and then merge it down it turns the
Apache back to normal so I did what I
did was I just scaled and moved them all
around and then not once I wanted them
to be a little less obvious I just went
through and clicked with a low opacity
brush to have points to make certain
points sink deeper than others and bla
bla bla so
there's our veins nice effect and now
the thing that made it look give it most
of its realism for me at least
especially you can see here are these in
moles the moles just brought together
for me the sunspots what are we going to
call them the freckles I especially
liked how it turned out up here and run
here I'll explain how I did the stubble
too I'm not gonna get into it I'll
explain it um so in Photoshop back up
the way I did that was also very simple
I found this I just typed in freckles or
skin moles Google found this nice image
so what I did was if we look at the
blending layer up here it's on soft
light right so if it's round that's a
soft light you can already see it does a
nice job of blending stuff in so what I
did was let me turn off my moles here I
just tweaked the levels ctrl L until it
seemed to pretty much just blend in here
all right so
okay now the problem is we you can see
the outer layer also it's saturating the
under image so what I did was like got
rid of all that saturation with control
you it's a lot better we can tweak the
levels one more time to make it a little
deeper for the moles okay that's better
I hit the erase tool with the low
opacity got rid of all these edges okay
so now we have a nice mole pattern so
now scale down dupe it four times get
this repeatable texture one thing I did
a click doing a few spots to make it not
so obvious and wah great so now we'll go
through scale duplicate it over here
rotate it and that's all I get over and
over and over again until we got this
and if I show you this you can see it's
very it's pretty obvious see but with
soft light give a really nice effect and
that's it for the for the skin now if I
wanted to when I wanted to turn to the
subdermal all I did was press ctrl I
just saved it sorry
I pressed ctrl a to select everything
and if you go to UM
where can I there should be a way to
show you how to copy copy merged meaning
it's going to copy the existing image as
one flat layer so I did that press ctrl
n created in your texture paste of this
section then I just created a few
adjustment layers and the only reason
you create adjustment layers is that it
sort of keeps the history so you can get
rid of it if you want tweak the levels
to be like a little a little deeper
another one you saturation saturation
lightness hue/saturation moving other
levels that's it so if you go if we look
over at our subdermal obviously I spent
a little more time on this one but
that's all I did was sweet the levels I
just didn't want anything to be blown
out that's it okay so now let's look at
our skin spec all I did was create I
just used the normal map I think and I
used the normal map applied the
displacement map on top so that some
would give me highlight some of the
areas that were out get rid of some of
the areas I'm in see I painted some of
this stuff myself but not actually
painted I just used like the skin one of
the skins and that's what the levels to
make it black and white and then just
put in areas it's not perfect at all
it's pretty bad actually but um it works
it looks fine just just something to
make it not perfect just something to
break it up I should have made his lips
a little more glossy but when I rendered
it I like that they want the center of
attention
um okay and I think that's all the maps
that I used okay let's get into his eye
texture and real quick and then I'll
show you
breakdown of the 3d scenes and breakdown
of how I created his stubble and his
eyebrows so if we look at his eyes it's
hard to see but if you look from far
away they just look nice they look
better than just a flat color I'll show
you how I did that first of all let me
show you what his eyes look like as
models so if you go in here first off
you can see his eye isn't a perfect
sphere it's out and this is just the
cornea I'm not the cornea you actually I
think the point is it's the UM the
transparent part on top of the eye it's
letting move that away this is the
actual eye here's the Y part also now's
the sclera um the the iris the pupil and
then the transparent part that refract
light and reflects all this other stuff
doesn't have any reflection it's just a
fuse it's just color and then this guy
is just transparency refraction and
refraction being that it warps the the
eye a little bit because it's being seen
through and the reflection to pick up
the these nice highlights here so you
can see the the way it's built here it's
just the rest of the stuff is just a
little bit tinier than this and then the
rest is just built with the sphere
pretty simply so now if we look at the
UVs we can look at the UVs here in
Photoshop do not save that so let's save
this let me open up my I guess D here um
if I turn on I did this just just
because you know who knows what I'm
gonna do with in the future so nice to
have an eye texture um here's his his
iris here are here's 1/2 the front half
of his um bow of the white part the
sclera the back part and the pupil so
let's break this down one by one first
of all I downloaded a few textures I
download I just typed an eye texture
just to see was existing I really didn't
like this iris part because the
reflection was built-in and I never you
never want to build build in reflection
unless it's like for a really low poly
game or something or like low quality in
so what I did was I like this on this
white part gave me sort of free free
vein texture it worked out great too so
what I did was I took that and then I
took these two Irish textures that I
found online just I thought they looked
interesting and I merged them together
and until I found something that worked
so I'll show you how I did that step by
step number one let me keep on the UV so
you can see how I'm doing this number
one I painted out the I just made it
white where the UM the iris stuff was
before and just fit those to be
perfectly right here next thing added
some levels and brightness just to make
it a little more there's a little whiter
wider enough since it is kind of
cartoony next thing I just made a black
sphere here for the pupil now first
thing I did just took one of the
textures overlaid it on top normal on
top of that I set um the next one to
hard light we zoom in real close and I
get rid of this now it gives me these
green speckles which I thought looked
cool but by them by itself right now it
didn't look cool but it's a start so you
can see pretty big change next one I
added darken and I added the same same
one I just duplicated again on top set
to darken and set the opacity down and
this got rid of some of that that effect
a little bit but then by itself it looks
pretty different so I just added that on
top to get rid of that effect a bit but
I still liked that it was giving me this
pattern and then i added the other one
again on top one more time hard light
you can see if i didn't do that it it it
keeps this blue too much and i really
liked how this turned out this looks
really nice and in just lots of contrast
next thing i did levels hue/saturation
and levels just to make it a little more
brighter one thing i really like when i
see look at a lot of um cartoon moon
pixar stuff as they always have their
eyes always look like they glow and so
what I did was all I did for that was I
just painted really basically just this
soft white ring around this the center
which is though just a soft brush so
it's white and then I just set it to
soft light 51 percent opacity and gave
me a nice little glow here next thing I
did I noticed that you can see here if
you look at the Eevee's the the texture
ends before hits black so there's a hard
hard hard transition to black and it
looked really fake so what I did was I
created a um if just like this out the
way just a sphere around here just
around the this whole thing and then I
added an outer glow and made it black
and just brought out a little bit so
that there was a
nice transition here and that's it
that's all I did to create the these
textures there's nothing wrong with just
taking textures offline and tweaking
them to be your own so now let's add the
body again let's talk about the shaders
very very very quickly
I used v-ray really really really really
really great piece of software I use
this program this um this whole project
here that I did to learn v-ray just a
little bit better so let's open up our
node editor for shaders called
hypershade okay here is the texture that
I used a v-ray blend material and the
reason it's a blend material is that I
have my subsurface scattering here and
have another material here and the
material that's on top that's sort of
it's it's like layers in Photoshop like
we were just talking about this what
this one does it has the spec map that
the in the reflection color here
defining where the spec goes and the
reason I have it on top is so that um it
just gives me a lot more control and it
just gives it a nice sheen on top
because I set the mode and blend to
additive so it just sets everything
together on top so what I did was set it
to the diffuse color see if I said it's
white it's not great so I just added to
black so that it would completely not
consider any of the black stuff because
you know usually one is opaque and zeros
transparent so it just gives me the
reflection I sitting out 2.35 because I
want to be too much glossiness 2.8 if
you keep the glossiness 100% you'll
notice that little the highlight here
goes away and because 100% glossiness
they numb in v-ray means well completely
reflective and I didn't want that I
wanted to do highlights
um I should have used for now and for
now is different topic but anyway um and
another thing I did was I put in the
normal map into here as well just speak
or not as well I didn't put it in over
here but I'm putting the normal map on
here oh no I said it as a bump map
actually just because I'm the normal map
by itself on the skin shader I remember
was I'm not strong enough so what I did
was I just put it in as a bump here
instead the bump to 1.5 and it gave me
this result here now if we look at the
the fast subsurface scattering node
I put the diffuse through the main skin
color that I showed you guys how to
build in here diffuse just means like
color without any sort of lighting or
specular or anything it's just pure
color that's why I diffuse map is the
diffuse map amount was only 0.3 meaning
that um everything else was left up to
the subsurface map which I showed you
guys and then I said this scatter radius
to 2 what that means is here each in
Maya each one of these units is a
centimeter so this is about kind of
real-world scale unfortunately I scaled
it too late I didn't bake the scale in I
scaled it post so all of my lights had
to be super high because the scale was
off because everything's super scale
dependent in Bering but that means that
the scatter radius is set to 2
centimeters it's going to penalize that
I have at my scene they're going to
penetrate this model you know more than
2 centimeters because I didn't want it
to be too waxing when it goes in too
deep like a candle because candles go
very very far
I look start to look back see and then
if you look here I put my normal map
right in here so let's look at our
lighting setup here and I'll turn on the
hair too
so here are our lights I have quite a
few lights too many it took an hour to
render this and that's just because I'm
new I'm kind of new to v-ray and I'm
still learning how to get the right
effects just with a few lights but for
now I needed this many lights to get
this this it was great practice so the
first thing I have is a dome light
meaning that it's just sending light
from everywhere and into this I piped in
an HDR I an HDR eye is a 32-bit image
that you can use to light your scenes I
will explain this in a later tutorial
when I get into linear lighting and
linear color space and awesome but for
now it's just I have an hgri it's just
like an HDR I of them like a outside
with the sky and stuff I said this very
very low to 0.5 and that's it and that's
just to give me ambient color I actually
didn't use final gather for this and
final gather being it's like global
illumination where you where it sends up
points into the scene it picks up your
hgri and things like that in your scene
gets the color and light information
from it and it lights your scene kind of
I didn't use that I just used this dome
light for the base underneath here is my
key light meaning the main lights to
illuminate him show you is here main
light coming from here to limit all this
not this highlight here just all of this
stuff here all right this light here um
isn't no light whatsoever if you see
here affect diffuse it's not affecting
the lighting I only wanted this to
affect specular and reflections because
when I rendered it I wasn't getting any
of this this nice um these highlights
here it wasn't showing me it I needed
that to show me um that I I you could
see all of this nice break up that I
added in the model there's no point in
adding if you can't see it so I just
added that add give me more reflection
so sometimes you can add lights just to
add specific things um this light here
this is my main rim light if you look
here very harsh light and what this this
is for basically what we're doing one of
the main thing things about lighting
isn't just giving your model light it's
about you're showing your sculpting the
forms with light I you can see all of
these shapes much much better because of
all the highlights and this rim light
and this light here and this here
and these shadows here and this here
this light here it's just we're sort of
forming a model with our lights now next
one is the final one I ended up not
using this one I turn this if you look
here see I disabled this but this is
just a sphere light which gives it's
just very soft these are by the way
these are via a rectangle lights these
aren't the traditional Maya area lights
you can see how high the intensities are
but um now this one I just set it so
this nice warm color to the side here
and you can see like I said this gives a
very soft light so if we look here it's
nice and soft here nice soft sort of
glow here and this is very harsh um oh
and then the final one I added oh and
also you can this one also gave me nice
these nice little tiny speck of
highlights in his eyes and then there's
also this top light up here that just
gives me this nice highlight right here
and also helps me bring in shadows it
gives me shadows in here because the
lights coming down and that's kind of it
um this RIM light is a little blue if
you can you can see that but anyway now
let's talk about his double the way I
modeled or the way I rendered his
stubble was very simple I just added it
on here I'll show you how I made it but
it runs with shaders it's literally just
dark takes a second sorry it's just um
selected eyebrow yeah all is the same
shader there's no bump maps there's no
anything it's literally just um this
really dark color right here it's just
like a deep deep brown that's it
so the way I did that is here if we look
in I used fibermesh I made the I made
this in ZBrush there are five I will be
doing fibermesh tutorials in the future
future you can look up fibermesh
tutorials tutorials societies as'
yourself I'll do some in the future but
this is what I look like coming out of
ZBrush I could have done a better job
with the directionality and also it's a
little too consistent in the render but
I I'm fine with it consistent in the
length is what I mean and that's
everything
and then I composited this all together
nuke that's an entirely separate subject
we don't need to get into that well not
until further in the future but let's go
in to our file and this is what it
resulted in and this is how we used
everything together to make this image
and I hope you found this informative
I'll be doing more just cg tutorials not
program specific tutorials like this in
the future you could do all of this in
any other program that supports layers
for painting like in Photoshop and
supports v-ray or any sort of lighting
setup in them any other program like you
could do this in cycles and blender
probably um this is just how I did it
it's interchangeable between programs
not specifically the super down
technical stuff but everything else is
fine I hope you enjoyed this I'll be
putting a link to this full res image so
you can analyze the texture yourself or
you know analyze the result of it I'll
put it in the comments or in the
description and that's it for this
tutorial I hope you guys enjoy it and
please if you have any suggestions which
tours in the future feel free to leave a
comment or send me a message thanks guys
and I'll see you next time bye