Small details list and related preview for some upcoming products by SWTrium
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Description
Just started working on expanding some of the texturing details which I have given out as freebies (and still do on my freestuff page).
I'm planning to release it as a set of 25+ skin effects for DS, but will try to keep a check on feature-creeping since that's one of the big reason why my WIP bodysticker for G8F bundle is seeing a lengthy development period (I got a little tired creating the 300+ controllers for all of the 25+ items in the full bundle so I really had to take some time off from working on that kit or it would have driven me insane).
The mannequin here in the sample promo uses one of my unreleased sandy skin detail stacks which I used for a flosskini promo image. I'm working on refining this raw stack to give it a much larger control range where it takes into account AO (for example, skin creases should have less sand collection / hold more sweat / should be tanned less / etc.), normal mapping (body contours should collect more sandy, fare neutral to slightly negative towards sweat collection / neutral to skin tanning effects / etc.), bump mapping (same as normal related detailing but using the separate bump channels), displacement details (big ??? everywhere, since displacement interaction on Iray Uber and PBR is very complicated inside DS, but I will be trying out various permutations to see how I can fine tune the effects for the uncommon instances where skin displacement details are used in a high level).
So in short, the skin effects kit should (all of these details are subject to changes before the thing is fully ready) have:
- Full body seamless Sandy Skin effects + partials : I'm aiming for around 5~10 different sandy skin type effects. Some of these will be fine grained, others a little bit more larger and crystalline. I want to add user-controllable freedom to switch the grain color (saw, faun, white, red, black, etc.) but will need to decide on whether it would affect the realism far too much if I decide not to bake the color details in.
- Full body seamless sweatdrops + sweat trails + sweaty skin : I think other products of this kind exist for G8 and older generations. But I'm trying to cook up a solution which takes into account localized rotations (i.e. a hand raised to the sides should not have gravity-defying sweat still dripping towards the fingers in the same manner as a hand staying relaxed at the sides). Creating the sweaty skin is not as complicated, but the trails and drops' dynamics are something which needs some innovative thinking to pull off right.
- Full body seamless bodypaint + partials : Newer details, new effects, new targeted coverage regions and lots of variations. Probably 10+ core variations.
- Full body seamless dirt & scars + partials : Some varying shapes and types of dirty skin details and some new scarring details which can be stacked around. Maybe 10 + 10 base variants for dirt and scars.
- Full body tanned skin effects : I will use some of my original swimsuits to act as the fabrics which created the tanned/natural details. Will also be experimenting with some LIE channel mixing to create a simple tanned skin generator for all existing character models. 20+ variants with bikini top/bottom partials would be a starting point.
I'm aiming for targets which cover all generations from G8F, G8M and the new G9 males and females. I want to add these as non-destructible shells but some of these things detailing layers might require LIE stacks (and collecting them from the baked stacks to then reuse as new texture maps) so it needs to be seen what will work out in the best way.
P.S. the beachball used by the mannequin is also a freebie that you can pickup on my freestuff page. Enjoy :)
Comments (1)
Richardphotos
I would think that many artists could have lots of situations to use her
SWTrium
I bet!