![](https://live.cdn.renderosity.com/forum/_legacy/file_246925.jpg)
I was inspired by a thread about 2 weeks ago, about using the material room to reverse-engineer a body texture. Although the goal of that tutorial was to avoid processor meltdown of using HyperReal on 3-4 characters, I decided to try to use it to make a base texture for V3. What I did was load V3, and use Anton's skin color chart to pick out different skin tones. I then used the material room skin shader, and some bump mapping to come up with a decent looking skin base, which I plan to doctor up in PS. So far, I have just tweaked a few settings in the material room to get a feel for the skin tone. What I am going for here, is a pale blonde (Nordic/Irish) complection with just enough punch so she doesn't look like an albino. I do plan to add facial features and other skin parts from photos. Please C&C my base so far. As a note, the standard DAZ Barbie Pink color is on her arms in the second photo, with my base tone on her torso, neck, and head. -The Starkdog