How to Create Ultra Realistic Skin Shader in Blender Using Free Textures (Ultimate Guide)

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I have already done a tutorial about realistic skin Shader but there were so many people saying oh my God we can't find any free textures they're too expensive which is true by the way they're really inexpensive so I decided to make one using three really high quality textures you don't need to have any detail sculpted on the face because the textures provide all the pores and wrinkles on the face and the results as you can see is pretty decent I'm sure you can get the similar results on your character too as always you can find all the 3D files and real-time videos on my gumroad and patreon page it also supports the channel and help me make more videos like this check out the link in the description let's go okay first thing you need to do is to go to this website right here here you can download this head and all the textures for free but if you don't want the head just download the DJI Textures in the downloaded file you get these two folders which we only need the head and the head folder we got every map we need to make the Shader but first we need to wrap these textures around our character's face in zbrush people mostly use z-wrap for this workflow but in blender I found that the UV editing method works pretty good too bring your character make sure you have already UV unwrapped the head otherwise it wouldn't work now shift d and duplicate your model rename on to normal UVS and another one to something like a stretch UVS because we're gonna stretch the UVS up one of them and then projects the textures to the one with the normal UV select a stretch UV model and press shift Edge to hide everything else in the shading tab add a new material shift a and add an image texture go ahead and open up color 60k.tga then connect it to the base color now all the image texture is selected go to texture paint tab in the left window select the color image press tab to go to edit mode make sure your material preview mode then turn off overlays to see the model better press a to select them all then scale it up till it roughly matches the face while in vertex select mode select the nose vertices turn on proportional editing roll up or down the mouse wheel to a scale up or down the circle now you can smoothly move the barrel is around to fit in with damage try to get it close as possible to the image where the darkest spots of the nostrils are in the nose then do that to the other parts too another thing you can do to see the stretch Parts better is to go to overlays and turn on display stretch now you can see which faces are stretched by the cutter in the left menu you can choose the relax tool to relax the stretch Parts it also fixes out the overlapping UVS that mostly happens around these areas you can go back to normal View and start filling the eyes eyebrows and the mouth with the image [Music] there's mostly the hardest part choose the grab brush with a big size and drag the whole thing to the ears definitely take your time on this one since It's tricky to get it right foreign after that make sure to align the curve Parts on the top so it fills out the black borders you can use the relax tool to fix a lot of the stretches especially in the cheeks area after you think the face is good enough select the Torso you can hover your mask over the Torso and press L to select all of the topology then move it somewhere in the bottom of the neck do that for the back too it doesn't matter if the UVS are overlapping since we're gonna transfer all of these textures to our normal UV model if you're happy with the textures go ahead and select the model that we were working on lower the Moltres to something low then go to file export and Export it as fbx name it stretch UVS or something like that make sure you enable selected objects before exporting select the model with the default no more UVS lower the Moltres again and do the exact same thing here but name this one normal UVS okay now go to this website which I link in the description and download xnormals few people ask me why not use blender and my answer is it is a very small size app it's complete D3 but it is fast you can bake 16k maps with it without freezing or lagging up the PC even on my old first ryzing Gen processor so why not when you installed it open it up and you see this click on high definition meshes right click here and add meshes this is where we insert our stretch UV model right click again and this time click on the base textures to bake go to TGA textures and select the color 16k now click on low definition meshes right click and add meshes again but this time select the normal UV model in the baking option use these settings right here you can lower the size if you don't want the textures to be heavy right now it's sitting on 16k and make sure your only enabled pick-based textures and turn off the rest click on the dots on the top right side and name it face color for example then press generate Maps if anything pops up on the screen just ignore it what this software does is that it projects the textures from the stretch UVS to the normal UV one and as you can see we can got the full really high quality 16k textures on our model without any issues now go back to X normal and high definition meshes right click again and add textures to bake in the TGA textures folder select another one like cavity go to baking option and only change the name to cavity and then generate do that to all of the textures in that folder except micro normal which is for something else that we're gonna get into just add the textures to bake then change the name in the baking option and generate once you got all the maps generated go back to blender select the model with the normal UVS and go to shading tab add a new material shift a and add an image texture click on open and open up the face color that we just generated using xnormal then connect the color to the base color duplicate the image texture and this time open up the specular map change the color space to non-color very important then connect it to the specular duplicate again and open up the glossy map shift a and add an inert node since we're gonna use the glossy map for the roughness don't forget to put it on non-color duplicate and open up the normal map shift a and add a normal map node connect the color to the color and normal to normal easy but it doesn't look right since it is still on srgb so change it to non-color you can also change the strength of the normal map here duplicate the image texture and put it here add a displacement node open up the cavity map connect the color to the height and displacement to displacement and put it on non-color now you can see we got way too intense details on the face so go ahead and enter a very small number on the scale until it looks right to you we got the base Shader ready now we need to improve it shift a and add mix RGB drop it between the color and base color shift a and add an ambient occlusion then connect it to the color 2 put it on multiply to mix them together now duplicate the cavity map and drop it here then connect the color to the color of the ambient occlusion now we got extra details we can adjust using this Factor right here duplicate the image texture and open up the translucency map this time this map is used for subsurface scattering and mostly contains the ears so we need to mix it with something else connect the face color to the subsurface color make sure no triangular add-on is enabled in the preference shift a and add Hue and saturation node and drop it between the face color and the subsurface color holding Ctrl shift click on the Hue and saturation node increase the saturation and decrease the Hue so we can get this intense red color on the face add a mix RGB note and connect the translucency map to the color too then connect the color to the subsurface hold Ctrl shift and click on the principle bstf so we can see our Shader again add a color wrap and drop it between the translucency and mix RGB so we can control the map now go to render View mode Cycles is obviously better if your GPU can handle it but if it doesn't just go for Ev then connect the base phase color to the color 1 so they mix up together now using this Factor we can control the amount of subsurface on the skin just mess around with it until it looks more natural and realistic you can see that effect better if you only have one light in the scene with much more contrast you can also switch to world at an environment image then open up hdri map in the scene to really see the Shader at its best back to object mode mess around with the invert note from the glossiness and try to get the best results we can do another thing that makes the skin hyper realistic but before that we gotta fix the issues of the textures you see we got this rear transition on the neck and other places and in the texture properties click on new open up the face color texture go to texture paint tab press in to bring up this menu in the texture section put the map in on the stencil then click on image aspect to reset to its default size now you can see the image on the screen you can hold right click to move the image hold shift right click and drag to scale hold Ctrl right click to rotate let's get it up and place it where the neck connects with the Torso before starting press n and in the tool section make sure you have selected the face color image also choose a white brush with mix and half a string then start opinion out these areas until it covers those borders [Music] for these black Parts increase their strength to fill it faster try to fix the texture shoes all over the head [Music] once you are done with the face color change the texture slot to face normal because we gotta fix the issues on other Maps too another way to fix these issues is to go to the left window and choose clone brush then in advance select the normal image now just like before move it and fill out the wrong Parts like these ears that spread it all over the head with empty skin working directly on the textures needs way less Hardware power that's why it's faster if these texture issues is still visible do the same procedure to all of the other Maps too so you can have a clean looking textures okay as I mentioned before this Finishing Touch is really important and that is micro normals that you have in the TGA folder to add it to our Shader shift a and admix RGB and drop it between the normal image and normal map node duplicate the image texture and open up the micronormal.tga then connect it to the color too if you Contour shift click on the mix RGB you see both of these normal maps are meshed together but the micro normal one is huge click on the micro normal press Ctrl d the other value node and connected to the scale now you can control the scale of these nice details using this value node it still doesn't look right so change the color space to non-color then in the mix RGB change it to Overlay notice Factor ensures the amount of mixture of these two leave it on one if you want the full detail okay now hold Ctrl shift and click on the principle vstf so we can see our Shader when you go to Cycles Render view you see we got this really realistic pores and bumps all over the skin which takes it to another level and yeah this is how I make my Shader I hope it was helpful if it was be sure to leave a like and sub because we got some nice stuff coming up and also check out my gumroad and patreon page to download these 3D files and real-time videos of making these characters see you on the next one peace
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Channel: PixelicaCG
Views: 158,833
Rating: undefined out of 5
Keywords: tutorial, blender, skin, shader, how to create skin, skin texture, skin modeling, how to texture skin, how to create skin shader, how to render skin, blender tutorial, skin shader tutorial, blender 3, beginner skin shader tutorial, 3d character texturing, stylized character, 3d texturing, 3d art, 3d tutorial, realistic skin, skin details, 3d modeling, face skin shader, free textures, creating, cycles, head, face, rendering, realistic, realism, subsurface scattering, SSS, face wrinkles
Id: mWM1DxXFjvs
Channel Id: undefined
Length: 11min 23sec (683 seconds)
Published: Tue Dec 06 2022
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