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Secrets of Swimsuit Babe

“The secrets of Swimsuit babe ” by CGriders
Since subdermal channel is driven by surface luminance, if occlusion is to be added, it should multiply surface luminance before connected to the ramp as oppose to rendering of other non-sss objects which can be multiplied by a separate occlusion pass.
For this resolution (1500 x 1000) and camera position, there’s no need to have bump in the shader. The irregularity on the skin surface can be imitated by adding some noise to the subdermal channel. This is achieved by adding the output of a brownian 3D texture to surface luminance before connected to the ramp. The results with and without noise are shown in the following figure:

Fig. 4.2.2 Left: without noise, Right: with noise (brownian)
There remains diffuse and epidermal channels. Most of the color variation is put into the diffuse channel and epidermal color remains monotonic for most part of the body as shown in Fig. 4.2.3.

Fig. 4.2.3 Diffuse, epidermal and specular colors
As mentioned before, ZBrush 2 was used to texture the body by projection. In Photoshop, Nagel Series 37 Brushes (see section 6.3 for download URL) were used to do the painting. The brush size is huge. You need to reduce it a lot. After painting, the texture was further processed in Photoshop: flip vertically, duplicate layer, change the new layer’s blending mode to multiply and opacity to 60%. This would make it look more saturated. Then save it as TGA format. Finally the TGA file was converted into MAP format using the imp_copy command. There’s a batch file to perform this conversion:

Fig. 4.2.4 Batch file to convert texture
Because there’re three pieces of textures for a single channel, they must be combined before being connected to the channel. It can either be done manually in Photoshop or procedurally by using an utility node. The latter is adopted and the node is mix8layer (see section 6.3 for download URL) as shown in the figure below:

Fig. 4.2.5 Skin’s shading network

 
 

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