Facial Skin Layered
Mapping
Part 4.4 – The Bump Maps: Fine Tuning
Before You Begin
Have your work file
(SkinFrontSectionWork<NNN>.psd).
In your work file have only the Bump layer set open and visible. Have your reference files available. Have your model open in A:M. Have the Chor window open.
Introduction
The Bump maps are all created and now we need to
adjust each feature by adjusting the Photoshop layer Opacity and the map
percentages in AM. Once this is done we
can move to the next Map types.
- We
now have all of the Bump Maps created.
These should be applied to the model in the order show in table
4.4.1. Percentages must are
adjustable (except for Color which should be at 100%).

Table 4.4.1
- Render
a screen test as a QuickTime movie, Sorenson 3 at VGA resolution, 15 fps,
final quality, Save as
<model>/Screen Tests//ST004.mov.
- Open
the model planning board (<model>/<model>_Control_001.xls) and
go to the TTD page (or, just use any method to make a list) and playing
the screen test animation in ‘loop back and forth’ and at varying sizes
make a list of adjustments you wish to make (Figure 4.4.2). You now want the model’s bump maps to
look as close as you can get them to how you want them on your final
product.

Figure 4.4.2
- Make
any adjustments (reduce opacity on this layer, increase on that layer,
etc) you feel are needed and do another screen test repeating the process
until you think you have it right -- this is a process of trail and error. My first screen test looks a bit too
much like hard orange plastic Figure 4.4.3. I mess with the color increasing the
Opacity of the ‘gray’ and ‘pale’ layers.
To add softness I try duplicating the Softness Cap layer. The color works however increasing the
contrast of the Softness Cap layer does not work so I back out of
this. The smaller changes in the
random pattern in the Softness Cap are not contrasted enough to affect the
hard looking cheeks and forehead and if I increase the entire layer the
larger patterns become too pronounced.
To soften the areas I’ll need to create an additional Overlay layer
and bring out the smaller light dark patterns.

Figure 4.4.3 – Hard Orange Plastic
- I
create a new layer above the Softness Cap layer and call it ‘Extra
Softness’. Using Dodge/18/33 I
squint my eyes until I can see a pattern made by the subtle smaller
lighter areas and then I randomly lighten these areas. Then with Dodge/18/40 I squint my eyes
and randomly darken the subtle smaller darker areas that run in-between
(Figure 4.4.4). Using Dodge and
Burn I also create some vertical light/dark areas across the cheeks to
break these up. I re-create the
maps and run another screen test (Figure 4.4.5).

Figure 4.4.4 – Added Extra Softness layer on the
right

Figure 4.4.5 – Model with the ‘Extra Softness’
Layer – forehead is still too hard
- This
is better but the forehead still looks to ‘hard’ so I create another layer
called Forehead Softness Additive (Figure 4.4.6) and I create a rough
checker board pattern across the forehead to further diffuse the
light. My next screen test is right
on (Figure 4.4.7). I’m happy with
the way the bump maps are looking (Figure 4.4.8).

Figure 4.4.6 – Added Forehead Softness Additive on
the right

Figure 4.4.7 – Model with the ‘Forehead Softness
Additive’ layer – enough diffuse is add to the forehead to soften it properly

Figure 4.4.8 – Final wrinkle map

Figure 4.4.9 – Final bump maps (wrinkle and pore
maps plus color) on model
- Save
work file then, save the work file to a new version.
Go to Part 5.1 – Back
to the Color Map