Hello and welcome to this tutorial series on creating a realistic head in Blender 2.6!
This is a complete tutorial series explaining the creation of a realistic human portrait with Blender. The entire process will be covered from base mesh modeling, detail sculpting, texture painting, hair growing and styling, sub-surface scatter shading, and compositing. Some of the more time-consuming tasks will be time-lapses with commentary like modeling, sculpting, and texture painting; the other parts will be mostly real-time.
Part 5 is about finalizing the skin shader. In this second phase of creating the look an feel of our skin, we’ll generate a texture map for each sub-surface scatter layer: Backscatter, Subdermal, and Epidermal. Then we’ll generate our bump and specular maps. All maps are derived from the texture painted in part 3. After we render the SSS pass in Blender Internal, we’ll render a “specular” pass in Cycles. This is due to the physical inaccuracy of traditional specularity for materials since it’s an approximate reflection of direct light sources only. Rendering true reflections in Cycles, instead of specularity, will yield a more accurate result. Compositing both passes together finishes the skin’s shading quality.
Music: “Hip Hop Etude” by Fourstones (http://ccmixter.org/files/victor/8453)
DISCLAIMER: We cannot redistribute the references used in this tutorial due to the license, but we can use them under Fair Use laws for educational purposes. They’re not available for commercial use, though.
Note: This series has been previously available on Kent’s Vimeo channel but he has kindly permitted us to repost them here in order to reach a greater audience. All parts will be available on Blender Cookie very soon, while part 05 will be available exclusively on Blender Cookie.