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In this video for 3ds max we’ll talk about Sub-surface scattering related to human skin rendering using a 3D head scan model done by Lee Perry-Smith from Infinite Realities Ltd and Mental ray engine.
What we’ll do
In Human skin with VRay we talked about how to setup a basic shader simulating human skin, in this new video, we’ll prepare a photoreal human head starting same scan model. We’ll prepare a rendering setup with Mental ray and the Fast Skin Sub-surface scattering shader. We’ll use some textures captured during scanning and we’ll add all other maps using some color correction and composite in the material editor. We’ll take a look at some simple but interesting “dramatic” lighting to obtain a nice looking final result.