Facial Skin Layered Mapping

 

Part 4.1 – The Bump Maps: Finishing the Wrinkle Map

Before You Begin

Have your work file (SkinFrontSectionWork002.psd) and your reference files open in Photoshop.  In your work file have only the Bump layer set and the Grid2 layers visible.   Have your model open in A:M and hide all but the Front Section group.  Have the modeling window open.

Introduction

Whether you used reference images to create your base layers or created these from scratch you’ve now merged back into the common path of the map creation.  The detail we add here will be needed by both methods.   No matter what the age of your character model, in some cases we will add enough detail to age the model depending on the final opacity of the layer.  Mainly we do this because it’s easier: easier to see what your are doing with darker/lighter more contrasted details and easier not to have to try and guess at what contract and sharpness we do need.  Which we would not get right anyway: you always have to adjust the opacity of the layer or the map percentage in the end!  However, as a secondary advantage to doing it this way, we can later come back and create new layers that will allow us to make the model older or younger!  Our virtual actor can now play parts of any age.  I’m sure you’re already thinking we can do this with skin color too’!  Yep, but for now we’ll just focus on one age (whatever your character happens to be) but bringing this up underscores the need to maintain your work file and the control over the layers within.

 

The Wrinkle map really ‘makes’ all of the other maps to a very large degree, it is the most important map and, it is perhaps 85% of all the work.  So, this is a long section. 

 

It covers:

The Eyes

The Eye Brows

Between the Eyes and the Forehead

The Lips

The Neck

The Ears

The Chin

The Nose

The Veins

The Softness Cap

 

 

The Eyes

 

  1. First we will work on probably the most important area of the entire character: the eye areas.  The areas under the eyes are nature’s natural sunglasses: they diffuse the light that reflects into the eye.  These areas contain the highest degree of texture detail in not only the face but usually the entire model.  Create a new ‘Overlay’ layer above the Wrinkles layer and name it ‘Lower Eye Area’ (to create an ‘Overlay’ layer, fill it with 50% gray and set the Blend mode to Overlay).  Also, if you need to, set the opacity of the Grid2 layer down around 7% so you can just barely see it.  Hide the Wrinkles layer then select the new Eye Areas layer and zoom in on the eye area.  Figure 4.1.1 shows the area we’ll be working on (outlined in a dotted red line).

 

 

Figure 4.1.1

 

  1. The details we’ll be crafting are hard to see unless you have a very high resolution image and/or the light is hitting them the right way (or, you look in the mirror).  The bumps below the eyes and the ridges above can just barely be seen in Figure 4.1.2.

 

 

Figure 4.1.2

 

  1. Select the Dodge tool with a brush diameter of 3 and an exposure of 40%.  Now create a line of small white bumps along the top of the lower lid where the eye opening is (Figure 4.1.2).

 

 

Figure 4.1.2

 

  1. Now continue to fill the rest of the area randomly with bumps of various shapes and sizes as shown in Figure 4.1.3.  Randomness is key to realism so don’t think, squint your eyes and do things quickly… bing, bang, boom.

 

 

Figure 4.1.3

 

  1. Now select the Burn tool, brush diameter=3, exposure=20 and paint between the white bumps.  Be careful not to paint over the same area too many times as it will start to darken quickly and we want mild creases not harsh ones.
  2. Next reduce the brush diameter to 1 and paint a few random dark cracks.  Usually the outlines or patterns of these random cracks can be seen already if squint your eyes… the random pattern you’ve laid down will define these for you.  Finally using the Dodge and Burn tools, fade the bumps out around the bottom.  You should wind up with something like Figure 4.1.4.

 

 

Figure 4.1.4

 

  1. Now do the other side keeping both sides similar (but not exact… no cheating and duplicating!!).
  2. Now we’ll do the upper eye lids which are tricky because the skin is very soft and porous when the eyes are closed (as our flattened model’s are) and display subtle wrinkles when open (refer back to Figure 4.1.2).  The subtle bumps we create on the upper lids will compress when the eyes open to from these wrinkles.  Also, like the lower lid the edge has small bumps but subtler (and we’ll control this with the layer’s opacity).  The area we’re concerned with is the upper lid shown in Figure 4.1.5.  Hide the Lower Eye Area layer and create a new Overlay layer and name it Upper Eye Area.  Using the same tools and settings used on the lower lids, create a line of bumps on along the lower edge of the upper eye lid slightly further apart than we did on the lower eye lid.

 

 

Figure 4.1.5

 

  1. Next pant the rest of the upper lid with larger slightly elongated bumps that become more elongated and fade as they reach the upper part of the lid.  You should wind up with something like Figure 4.1.6.  Note that if you were to apply the Wrinkle map to the model now the eye lids might just about right as far as the amount of texture goes however, once the color, specular and diffuse maps where applied – each adding their corresponding effects – the model would look older.  For a younger character, the opacity of these layers will have t o be reduced.

 

 

Figure 4.1.6

 

  1. Now repeat this process on the other eye and save.

 

The Eye Brows

 

  1. Nothing adds realism to skin like hair follicles (I mean what mad 3D artist would go to the trouble!!).   Just a few under the eyebrow – mostly at the ends… but, where exactly is the eyebrow.    It’s now time to figure that out.   Save your work file and then hide your Bump layer set and make your Color layer set visible.  Create a new layer called Eyebrow Guide and using red and a small brush as well as Guide2 to judge where the splines run, look at your reference images and make your best guess and draw it in.  Try to place the eyebrow right on a spline – this will make it much easier to animate.  Once you done that, using black and the pencil create vertical markers on your red eyebrow (see Figure 4.1.7).

 

 

Figure 4.1.7

 

  1. Now hide the grid2 layer and re-create the color map (duplicate, flatten, save as <model>/Maps/Head/SkinFrontSectionColor.tga.
  2. Switch to AM, refresh the image and do quick renders comparing where your red eyebrow marker actually falls on you model.  Use the black vertical lines to help you judge how much to cut off or add to each end.
  3. Once you’ve figured out exactly where your eyebrow will go, move the Eyebrow Guide layer into your Bump layer set just under the Noise layer.  Hide the Color set, unhide the Bump set.  Duplicate the Eyebrow layer, flip horizontal and create the eyebrow guide for the other side.  Then merge the two eyebrow guides into a single layer and turn down opacity until you can just barely see the guides.
  4. Reselect the Upper Eye Area Layer and select the Burn tool with a Brush diameter of 3 and paint dark spots under and around the eye brow – keep it subtle.
  5. Now select the Dodge tool with a Brush size of 5 and paint light spots around the dark spots to soften the tissue.
  6. Now go back to the burn tool and select the predefined Brush #1 and go to the Brush Pallet and turn off Shape Dynamics.  Set the Exposure to 100% and using a mouse (not a drawing pad) place the mouse pointer over the center of the dark areas you painted earlier and click 3 to 4 times to create a dark dot.  Do this 2 to 3 times on each end of the eyebrow.  Now add a few along the length near the edges. (see Figure 4.1.8).

 

 

Figure 4.1.8 – Want to kiss this babe on the eyes?

 

  1. At this point, save.  If you want, create a new test map (tempwrinkletest.tga) and go to AM to see what it’s looking like so far (don’t forget to refresh the image in AM).  Remember your model is going to start looking older and if you want younger we’ll need to play with the opacity of these layers.

 

Between the Eyes and the Forehead

 

  1. Next well knock out the wrinkles between the eyes and above the nose.  My character has a very smooth face and only the slightest trace of wrinkles in this are so what I do for this area will be very subtle.  If your character needs more, just make then make this layer darker and/or more complex.  Create a new  ‘Overlay’ layer above the Upper Eye Area layer and name it Upper Nose (by now you should know how to create an ‘Overlay’ layer).
  2. Zoom in on the area above the nose and between the eyes and using the Dodge tool with a Brush size of 21 paint the rises between the wrinkles you want for your character.
  3. Now using the Burn tool create the depressions between the raised areas.  From now I’ll mostly leave it to you to figure out Brush sizes and exposures for the Burn and Dodge tools unless its unusual.  As I said my character is on the young side so this area was very subtle for me (Figure 4.1.9).

 

 

Figure 4.1.9 For an older character the area between the eyes would be more pronounced and complex.

 

 

  1. My character has an absolutely smooth forehead but for kicks and tow show you how I’ll give her forehead wrinkles.  I suppose I could but this map on a pose and perhaps I will. Create a new Overlay layer above the Upper Nose layer and name it Forehead.  Forehead wrinkles vary from person to person – use your reference pictures as a guide.  I’ll just create a generic set of wrinkles – you can improvise to match your model’s needs.  Using Dodge with a Brush of 65 I’ll draw 4 lines that follow the contours of the skin.  Then, using Burn/size 17 I’ll paint in the creases (Figure 4.1.10).

 

 

Figure 4.1.10

 

  1. If your character is older using Burn/Size=16 add dark cracks down the middle of the dark areas and also some horizontal cracks then, with Burn/5 create some random pores.

 

The Lips

 

  1. Next come the lips.  Create a new Overlay layer above the Forehead layer and name it Lips.  Line up reference material what shows the role model’s lips – you’ll try to make the same type of wrinkles.  If fact if you have a high resolution image you can just cut and paste and de-saturate then increase the contrast and touch it up.   Or you can cut and paste and use as a guide to draw the wrinkles.  Or, like myself, just look over at it and try to get the same pattern.  Considering my subject (Figure 4.1.11), yours will likely be less involved then my example here.

 

 

Figure 4.1.11

 

  1.  First I’ll create a mask to make life easier.  This will allow me to paint very quickly with worrying about going outside the area of the lips and this will allow me to get the proper degree of randomness.  Using the Grid2 layer as a guide, select the pen tool, zoom in on the lips area and carefully draw a path around the lips.  Then in the Paths Pallet drag the path you’ve created to the ‘Load Path as Selection’ icon at the bottom of the Path Pallet.  The path will become a selection.
  2. To get enough contrast for these wrinkles select the Burn tool and darken the entire area considerably (Figure 4.1.12).

 

 

 

Figure 4.1.12

 

  1. Using your reference image and the Dodge tool size=13 (that’s the standard size used for this but use the width that’s best for type of lips you have to craft… actually for mine its 5) paint in the bulges between the cracks in the lower lip.  I’m sure you know the drill buy now.  After you paint in the raised areas use the Burn tool to paint around these for the cracks.  These will be very high contrast wrinkles (Figure 4.1.13).

 

 

Figure 4.1.13

 

The Neck

 

  1.  I am skipping some areas that 65 year old plus characters would need – there would be wrinkles above and below the lips, by the side of the nose and on each cheek.  We are not doing characters this old but if you were you’d place wrinkles in all these areas.  The next area of concern for us is the neck.  Create a new Overlay layer above the Lips layer and call it Neck.  BTW, in case you didn’t notice when you do <ctl><shift>n to create a new layer and you get the New Layer dialog box where you name the layer, you can select the Overlay blend mode and check the 50% gray checkbox for ‘see through Overlay’.  Now would also be a good time to save if you haven’t done so lately (wouldn’t want to lose those lips I just created!).
  2. Checking my reference images, my character does not need much for the neck – some basic ‘neck type’ softening is all.  However, I’m going to do one wrinkle as most characters have at least one and yours very well might.   I’m not going to do it but it is probably a good idea to use the Note layer to sketch in the location of the wrinkle(s) following the contour of the neck and using your reference images as a guide then, map it on the model in AM to check the location and length as we did for the eye brows.  When you know where you want it be sure to select the Neck layer again then select Burn/17.   If you are using a mouse I’d use an Exposure of 40% and go over it a few times to get it dark enough the use a soft brush and paint 50% gray to taper the ends.  If you select the standard brush 17 to get the softness right and you are using a graphics tablet the pen pressure is set to control the size of the brush (you may like this but I don’t and ‘normally’ switch it to control the Exposure), however for this particular case you’ll want to have both Exposure and Brush Size being controlled by the pen pressure and you may do better with an Exposure of about 80%.  Now paint in the wrinkle fading and tapering the ends.
  3. Now using the Dodge tool with the same settings draw a light area above the crease tapering and fading in the same way (Figure 4.1.14).

 

 

Figure 4.1.14

 

  1.  Due to the neck bending all the time it has a unique texture.  Hide the Neck layer and create a new Overlay layer above it and name it Neck2.  Zoom in on the center of the neck (vertical and horizontal) until you have an area roughly equal to a square inch (or pick a patch that looks about this big, zoom in on it then move down to the neck area) then using Burn/5/40 (Brush Size 5, Exposure 40%) paint a patch of light random curved lines similar to those in Figure 4.1.15.

 

 

Figure 4.1.15

 

  1. Now using the Dodge tool same settings paint white areas above them (Figure 4.1.16).

 

 

Figure 4.1.16

 

  1. Not that is way too uniform.  Return to the Burn tool (Shift o cycles through this tool group) and then dap, slash and dot this pattern about a dozen time randomly.  Now go to the Smudge tool (r) and do the same thing.  That should stir it up enough (Figure 4.1.17).

 

 

Figure 4.1.17

 

  1. Next zoom out until you can see both ears.  Select the Clone tool with a Brush size of 100 and an Opacity of 100%.  Make sure that Aligned and ‘Use All Layers’ are both UN-checked.  Also make sure that all Brush dynamics are off (no pressure sensitive settings).  Now sample the area by placing the brush over the area (adjust the size if need to for it to fit within the area) and <alt> click.  Now start clicking (or dabbing the pen) to extend this pattern in a curved arc to each ear (Figure 4.1.18).

 

 

Figure 4.1.18

 

  1. Now reset the opacity to 50% and fade the edges of this pattern above and below and under the ears (Figure 4.1.19).

 

 

Figure 4.1.19

 

The Ears

 

  1. Next the ears.  Create an Overlay layer above the Neck2 layer and name it Ears.  Zoom in on one of the ears and using Burn/13 paint some random dark lines along the main splines circling the ears (Figure 4.1.20).

 

 

Figure 4.1.20

 

  1. Next change the Brush to size 5 and paint some dark spots on the earlobe.
  2. Finally using Dodge/13 we paint white areas around the dark areas.  Don’t be too neat – stir it up a little.  All this is just to soften the ears a tad (Figure 4.1.21).

 

 

Figure 4.1.21

 

  1. Now do the other ear.

 

The Chin

 

  1. The chin is a porous area that stretches a lot and also gets a lot of sun.  To add this element create a new Overlay layer above the Ear named Chin.  Consult you model in AM and determine the middle of the chin.   Back in Photoshop, ID the spline then show the rulers (<ctl>r) and drag guides out to from a small box around this area (Figure 4.1.21.1).

 

 

Figure 4.1.21.1

 

  1.  Now zoom in on it as far as possible and using Burn/1/40 with both Shape and Other Dynamics unchecked use your mouse to create random small dark areas.  Click 7 to 8 times in the same area to create each one.
  2.  Now using the Dodge tool, same settings paint circles of white around each dark area.  If needed switch back to the Burn tool and re-darken the middle dark areas (Figure 4.1.21.2).

 

 

Figure 4.1.21.2

 

  1. Now zoom out and using Clone/20 (or one that will just cover the area you’ve just painted)/100% and with Aligned and Use All Layers UNCHECKED extend the area outward as shown in Figure 4.1.21.3.

 

 

Figure 4.1.21.3

 

  1.  Now reduce the Opacity to 50% and fade the pattern out as shown in Figure 4.1.21.4.

 

 

Figure 4.1.21.4

 

  1. Now duplicate this layer, change the original one to Regular Blend mode, link the two and do Merge Linked.  We do this because creating features this small rarely gets us the contrast we need and this will increase that contrast.  Also, later we will create a separate ‘Pore’ map and we do add a few things in this area here too but, I’ve found doing these details in this map rather then the Pore map seems to work out better.
  2. Finally, if needed rename the layer back to Chin.  You can quickly test this new addition to your model in AM – as with most of the bump map layers, the degree to which this shows up depends on your character.   Fade the layer as needed or, duplicate to darken.

 

The Nose

 

  1. Create a new Overlay layer above the Chin layer and call it… guess… Nose.
  2. Using Burn/5/40 paint random indents over the nose area.
  3. Then change the Brush diameter to 1 and paint several lines down the length of the nose (Figure 4.1.21.5).  Note that subtle details like these will not show up until they propagate their influence to the Color, Specular and Diffuse maps and even then it will be subtle.

 

        

 

Figure 4.1.21.5

 

  1. Next, using Burn/35/40 darken the cheek on each side of the nose.
  2. Finally using Dodge/same settings we lighten the center of the nose (Figure 4.1.21.6).

 

 

Figure 4.1.21.6

 

The Veins

 

  1. My model does not need any veins but I’ll add a few anyway… maybe I’ll keep them   They do add realism.  If you are modeling an intense male (or female) character you will want to place these in a separate map that you can animate (when the character is angry or stressed the veins can pop out more… you can even pulsate them!).   You know the drill by now!  Create a new Overlay layer above the last one and call it… what else?  Veins.
  2. Next plan out where the veins will go.  Look at your reference images and also consult a map of the facial veins.  It is best to use a Notes layer and sketch these in red and map them on the model and make any adjustments to place them correctly.
  3. Once you positioned them, use the Dodge tool to paint soft, squiggle lines that follow the veins (Figure 4.1.22).

 

 

Figure 4.1.22

 

The Softness Cap

 

  1. Save and then follow these directions carefully.  To add the final degree of softness we add a final layer Outside the Bump Layer Set above the Backing layer and then HIDE all but this layer.
  2. Set the foreground color to RGB 160/160/160 and the background to 128/128/128 and then with this new layer selected select Render Clouds.
  3. Next create a new layer above this and fill it with white and set the blend method to dissolve and the Opacity to 2%.
  4. Create another new layer above the dissolve layer hide the layer with the clouds on it.   Make sure the only layers visible are the dissolve layer and the new layer you just created then do Layers->Merge Visible.  We do this so that we can edit the dissolve layer.
  5. Now make the clouds layer created in step 44 visible (but keep the other layer selected) and do Filters->Blur->Gaussion Radius 3.5.
  6. Now do Merge Visible again and name this layer Softness Cap.
  7. Make the Bump layer set visible, move the Softness Cap layer to UNDER Noise layer.
  8. Change the Softness Cap layer’s Blend mode to Hard Light with Opacity of 100%.
  9. We are done with the Wrinkles map for now.  Save.
  10. It’s time to get rid of the tmptestwrinkles.tga and create the wrinkles bump map.  With all the bump layers you’ve just created visible (except any Notes layers of course), duplicate the image then flatten and save as SkinFrontSectionBumpWrinkle.tga.  All tga files will be 24 bit unless you use an alpha channel which we should not need to do.  Once you’ve done this, in AM replace all references to the tmptestwrinkle.tga image with this new image.  Finally delete the tmptestwrinkles.tga file (as well as any other tmp files – we want the Maps/Head folder to contain only image files used as head maps).
  11. Test wrinkle map on your model in AM.  Don’t spend too much time on this at this point.  Do not try to get the wrinkles looking ‘right’, just get them to look somewhat even so that all show up a little and nothing stands out too much.   If you can not see one of the map’s major features (say the forehead wrinkles), duplicate the layer with the wrinkle in question and bring down the opacity of the duplicate to 20% and retry.  If a wrinkle is too pronounced lower the opacity of for that layer.  You should be able to see all of the major wrinkles.  Some of the subtle stuff may not be visible (like the neck cracks) and that’s okay.  All of this stuff will jump out probably too much once the other maps are in place.
  12. At this point you should also carefully inspect the model in the modeling window and make sure that all the patches are being affected by the maps.  If you see an area that is not, check the action and see if this mesh is a) covered by other patches or b) too scrunched together.  If you do make a correction to the flattened mesh you will need to redo the stamp and this is usually simple to do: with the action window active and the mesh completely in view, right click on the stamp and select “Recall view/position” then apply.  This creates a second stamp: now just delete the first stamp.  Sometimes this will not work and you must reapply the decal completely: delete the stamp and re-stamp the decal using the grid-guide image we created earlier.
  13. Finally run a screen test on the model in the chor using the setup we created for this.  Let it ‘cook’ over night and then sit back and view it.  It will not yet look too good but you can see if any of the wrinkles are too strong or weak and make notes on what layers need to be darker or lighter.
  14. When satisfied, save your work file to a new version.  The hard part is over, you’re almost there.

 

Go to Part 4.2 – The Bump Maps: The Pore Map