Facial Skin Layered Mapping

 

Part 4.2 – The Bump Maps: The Pore Map

Before You Begin

Have your work file (SkinFrontSectionWork<NNN>.psd -- <NNN> is the latest version number).  In your work file have only the Bump layer set open and  visible.   Have your model open in A:M.  Have the modeling window open.

Introduction

After that last section it might be good to back up a bit and recap the big picture for the bump maps so to speak.  On the FrontSection group you’ll wind up with 1 to 4 separate bump maps.  Only 3 were shown in section 4 because Veins are a special case.  You might even have others but I don’t like to take it that far nor complicate this by getting into it.  The four possible bump maps are:

(In the order they will appear in the PWS)

  1. SkinFrontSectionBumpWrinkle.tga
  2. SkinFrontSectionBumpVein.tga (optional)
  3. SkinFrontSectionBumpPore.tga (usually)
  4. SkinFrontSectionBumpWhisker.tga (males 21 or older)

 

Number 1 – the Wrinkle map -- is always required is the map that you just created using all those separate layers.  You’ll have all of those layers visible when you create this map (except perhaps the Vein layer… see below).

 

Number 2 – the Vein map – is optionally a separate map (otherwise it is part of the Wrinkle map).  You would make this a separate map if you wanted to animate the vein intensity.  To make this a separate map, change the Vein layer’s Blend mod to normal and move the layer above the Noise layer.  When you create the Vein map, you make it uppermost visible layer in the Bump layer set and it will hide the layers below it.

 

Number 3 – the Pore map – is usually required so individual pores will show up when the light hits the model at the right angle.  On some very young characters, or if you just wanted an exceptionally smooth face you can forgo this as the Wrinkle map provides an appearance of pores.  This map only has one layer and it will be placed above the Noise layer.  When you create this map, you make it uppermost visible layer in the Bump layer set and it will hide the layers below it.  

 

Number 4 – the Whisker map – needed when you want Whiskers.  This map only has one layer and it will be placed above the Noise layer.  When you create this map, you make it uppermost visible layer in the Bump layer set and it will hide the layers below it.

 

You already have the first two, the remaining 2 layers are very simple.

 

  1. Well make a repeatable pattern.  Create a new image 256x256 and fill it with 50% gray.
  2. Select the Burn tool: Brush Diameter=5, Hardness=26, Spacing: 420; default for the rest; Exposure= 66%.  Start painting the pores by running the brush over the canvas.   Make them even and try not to let them bunch up (Figure 4.2.1).

 

 

Figure 4.2.1

 

  1. Now do Image->Image Size and reduce the image by 50%.
  2. Now make it a repeatable pattern (if you need them, instructions are here – steps 10 through 13 but save using the filename PorePattern and name the pattern Pores).
  3. Now close the pore image and go back the your ‘work file’ and create a new layer above the Noise layer called Pores.
  4. Now select the Paint Bucket tool and specify the Pores pattern and fill the Pores layer with this pattern. 
  5. Next we’ll show the Grid2 layer a tad and create a few pockmarks… how many is up to you.  Leave the Burn Exposure as is and create a Bush Diameter=5, Hardness=8, Spacing=4.   You’ll use this to turn some of the pores into pockmarks – around the nose and cheeks are the best areas.  Just dap (or click on) a pore and it becomes a pockmark.
  6. Want pimples… warts?  Don’t laugh… Larman has one on the tip is nose for giving me a hard time.  And all of us have them so go for it!  Dodge, Diameter=5, Hardness=5, Spacing=5, Exposure=82% (Figure 4.2.2).

 

 

Figure 4.2.2

 

  1. That’s about it for Pores… save your work file then, with only the Pores layer showing, duplicate, flatten then save this in Maps/Head as SkinFrontSectionPoresBump.tga.  In AM add this new image to your decal (you should name the decal SkinFrontSection), set to bump map 100% and test it by doing renders and a screen test.

 

Go to Part 4.3 – The Bump Maps: The Whisker Map