So, let's start with the Gidiosaurus skin.
But first, as usual, we must prepare the file:
texture_making
folder and move the textures vcol.png
, vcol2.png
, norm.png
, and norm2.png
to the textures
folder.Gidiosaurus_baking_normals.blend
file we saved in Chapter 11, Refining the Textures.Moving the talon islands to overlap the teeth islands inside the default U0V0 tile space
The 5 materials under the Cycles render engine
As you can see in the previous screenshot, the Gidiosaurus_lowres object has already assigned the 5 materials corresponding to the 5 UDIM tile spaces (see Chapter 5, Unwrapping the Low Resolution Mesh, and Chapter 10, Creating the Textures).
The materials have been created under Blender Internal so, switching to Cycles, they show but aren't initialized as node materials yet; besides this, just before starting the creation of the first Cycles material, we must add two more materials.
Material_enamels
. Select the last slot, click on the New button and rename it as Material_wet_U0V0
.Material_enamels
slot.Material_wet_U0V0
slot:Selecting the vertices of the "wet" areas of the character's head to assign them to the "Material_wet_U0V0" slot
Gidiosaurus_shaders_start.blend
file.We know that the skin of our character is shared in 5 different materials; we are going to focus on the head (Material_U0V0
), as the more representative one.
Once we are happy with the result, we will also copy (with all the due differences) the material to the other body parts.
Therefore, the steps are as follows:
Material_U0V0
(the first top one) and press Ctrl + left-click on it to rename it as Material_skin_U0V0
; then, move down and click on the Use Nodes button inside the Surface subpanel.Immediately, a Diffuse BSDF shader node (already connected to a Material Output node) appears inside the Node Editor window to the left of the screen and listed in the Surface slot inside the Surface subpanel to the right:
The Diffuse BSDF shader node connected to the Material Output node
Switching the Diffuse BSDF shader node with a Mix Shader node through the Material window drop-down list
The Surface slot now shows the Mix Shader node item, and right below there are two new Shader slots that at the moment show the None item; in fact, looking at the nodes inside the Node Editor window, we see that the Diffuse BSDF shader node has been replaced by a Mix Shader node, and that the two (green) Shader input sockets are still empty:
The Mix Shader node with its two shader input sockets in the UV/Image Editor window and in the Material window
Two new nodes connected to the two shader input sockets of the Mix Shader node
At this point, to avoid confusion, it's already better to start to label the various nodes with meaningful names.
Labeling the nodes
Labeling the nodes again
Cropping the renderable area and zooming to it
Adding a Glossy BSDF shader node and labeling it
Adding a second Glossy shader node and blending it with the first one through the Fac value of the Mix Shader1 node
Adding a Fresnel node to set the Index of Refraction value to blend the diffuse with the glossy components
Automatically joining the Add Shader node
Connecting and setting the SSS node
A little trick to tweak the influence of the Add shader node
The SHADERS frame with the nodes and the Copy Color tool under the N sidepanel
Copying the label color from one node to all the other selected nodes
At this point we have completed the basic shader for the skin; what we have to do now is to add the textures we painted in both Chapter 10, Creating the Textures, and Chapter 11, Refining the Textures.
So:
As you label the newly added nodes, also assign colors to them to make them more easily readable inside the Node Editor window, and save these colors as presets as we did at step 20.
textures
folder. There, load the image U0V0_col.png
.textures
folder. There, load the image U0V0_scales.png
; set the Color Space to Non-Color Data.The result so far is visible in the real-time rendered preview to the right:
The rendered result of the two combined image texture nodes
As you can see, the glossy component is strong in this one! We must lessen the effect, to obtain a more natural look.
Varying the textures color output for the glossy component
Varying the textures color output also for the SSS node
The new result looks a lot better:
A better result
Adding the Attribute node to establish the UV coordinates layer to be used
By the way, the glossy component is still a little unnatural.
texture
folder and load the image vcol.png
.Using the baked Vertex Color image to "soften" the character's skin specularity
The specularity is now a bit more realistic:
And the rendered result of this operation
Anyway, it's still missing the contribution of the bump effect.
Adding the bump pattern to the shaders
Now we start to see something!
The bump effect in the rendered preview
By the way, the bump pattern is too even and, therefore, unrealistic; we must therefore break it in some way.
Adding some noise to the bump pattern part 1
Adding some noise to the bump pattern part 2
Adding some noise to the bump pattern part 3
Modulating the specularity with the aid of the bump pattern output
The overall bump effect is almost completed:
The new Rendered bump effect
What is still missing now is the normal map we obtained from the sculpted Gidiosaurus mesh in Chapter 11, Refining the Textures.
textures
folder and load the image norm.png
. Set the Color Space of the NORMALS node to Non-Color Data and click on the empty slot in the Normal Map node to select the UVMap_norm coordinates layer.Adding the normal map output to the bump pattern
Finally we have completed the first skin material!
The completed Material_skin_U0V0
Gidiosaurus_skin_Cycles.blend
.This material can at first glance appear a bit complex, but actually the design behind it is quite simple as you can see in the following screenshot, where each component has been visually grouped by colors and frames (open the provided Gidiosaurus_skin_Cycles_01.blend
file to have a better look):
The total skin material network
vcol.png
image we had previously baked and tweaked through the nodes inside the SPEC frame.Still focusing on the character's head, there is a material we can obtain from the skin material with some modification, the material for the wet parts of the character's skin (inner eyelids, tongue, inner nostrils).
Going on from the previously saved file:
Material_wet_U0V0
material to select it.Material_skin_U0V0
; put the mouse in the Node Editor window, press A twice to select everything, and press Ctrl + C.Material_wet_U0V0
, put the mouse pointer inside the empty Node Editor window and press Ctrl + V to paste the copied material nodes.Now we have copied the nodes of the skin material to the material assigned to the parts that need to appear wet; it's enough now to tweak this material a bit to modify the bump pattern and the glossiness:
The different texture nodes of the "Material_wet_U0V0"
We substituted the Noise Texture node with a Voronoi Texture node to give a kind of organic look to the surface of the tongue of the creature.
In the following screenshot, we can see the result of the wet material; note that for the occasion I opened the mouth wide, to make the inside more visible:
The rendered wet material
One more material we are going to create in this section of the recipe is the Material_enamels for teeth and talons; in this case, we just need mostly the SHADERS frame's nodes with the single contribution of the color image texture U0V0_col.png
, here using the UVMap2 coordinates layer to avoid having to create 5 different materials for the talons alone (originally distributed in different tiles). By the way, nothing is stopping you from creating several talon materials, if you prefer.
The "Material_enamels" network
Thanks to the two Anisotropic shaders with their different roughness values, we obtained a nice specularity effect along the length of the teeth (and therefore also of the talons):
The rendered preview of the teeth (and talons) shader