Facial Skin Layered
Mapping
Part 5.2 – Finishing the Color
Map
Before You Begin
Have your work file and your reference images open
in Photoshop. Have your model open in
AM. Have the artistic skills compartment
of your brain warmed up.
Introduction
Now the rest of the elements of the bump maps will
be transferred over and we’ll add some color from the reference images to
finish the color map. Because the bump
maps and color base I’m using will be different from yours, I can not give you
exact setting changes for adjustments. I
can only tell you what type of adjustments to use and show you what the final
product will look like. Again all
changes to the color map are subtle changes.
Incorporating the Major Bump
Layers
The Lips
The Eyes
Blemishes
Veins
- Next
well bring down the remaining elements of the bump maps. Hide everything but the following Bump
layer set layers: Ears, Lips, Upper Eye Area, Lower Eye Area and Bump
Base.
- Do
Image->Duplicate and flatten the duplicate. Select all and copy.
- Return
to your Work file and hide the Bump layer set and unhide the Color layer
set. We have added subtle details
with the Diffusion 1-4 layers and we do not want the subtle details to
fade or be lost. Because we are now
working with layers that have Overlay and other blend modes that have been
tweaked and may not contain pure transparent 50% gray backgrounds any
longer, these layers may fade our details.
To prevent this we’ll put these layers below the Diffuse 1-4
layers. Select the Color Pale layer
and do paste. Name the new pasted layer
Dark Areas and change the Blend Mode to Overlay. You can now go back to the temporary image
we created in step 2 and close it.
- Now
select the new Dark Areas layer and duplicate the layer. Name the duplicate Dark Details. Hide Dark Details for now and re-select
the Dark Areas layer.
- We
need some areas of dark color around the eyes and some very soft
light/dark areas around the ears to tweak the color. We don’t need this for the mouth area so
use the Clone tool to cover the lips with the gray background.
- The
intent is to blur the image to get our dark areas around the eyes and the
variation around the ears but I can see on mine that the ears stand out
more then the eyes (Figure 5.2.1).

Figure 5.2.1
- Using
Burn I’ll darken the ears a little so they at least stand out as much as
the ears (Figure 5.2.2).

Figure 5.2.2
- Two
things are still wrong: first I goofed on the eyes – I want the dark area
to be contained below the brows.
When I blur this image it will spread the dark areas and I’m
already above the brows. Using the
Clone tool at 50% I shave off the upper part of the dark area from the
eyes so that it fades and there are no sharp edges.
- The
second thing that is wrong is that the areas around the ears when blurred
will spread beyond the ears – I know from experience that this will not
look good in front of or under the ears.
So using the Clone as before I reduce the area of each ear to about
50% (Figure 5.2.3).

Figure 5.2.3
- Time
to apply the G-Blur (Gaussian Blur).
I want the areas to spread softly and evenly out until I only have
the barest hint of the details that are there now. However, if you attempt to do this all
in one blur pass you will likely get faint circles or ‘banding’ around the
dark areas so do the G-Blur in several small steps – in my case the first
Blur has a Radius of 2. What you
want to avoid in each blur is take it as far as you can without getting
the banding. When I’m done I have
smooth edges and no banding (Figure 5.2.4). If you do get some banding you can smooth
it out using the Smudge tool at about 12%.
You can use the guide to see if you’re covering the areas you need.

Figure 5.2.4
- Now
duplicate this layer and name the duplicate Extra Dark Areas. This is in case we need to increase the
saturation. Now duplicate this
layer and name the duplicate Darken Dark Areas. This layer will later be used to tone
down the color. Hide both these new
layers and return to the Dark Areas layer.
here
- Change
the Dark Areas layer Blend mode to Overlay (Figure 5.2.5).

Figure 5.2.5
- The
color change is too distinct in the ears and there is too much color
around the eyes. Using Smudge/12 I
blend the ears more and then I reduce the Opacity of the layer until the
eyes and ears are very subtle (Figure 5.2.5.1).

Figure 5.2.5.1
- I
see that my color has lightened a tad so before I do anything else I’ll
use Brightness/Contrast to get my color back.
- Although
I’ve reduced the color saturation in the eyes area I need more darkness
the eye areas. Believing I have
enough color saturation I will skip the second Overlay layer I created for
this (Extra Dark Areas layer). If
yours is lighter then this you may need to add the Extra Dark Areas layer
as a second Overlay layer and adjust its Opacity to increase the
saturation.
- Now make the Darken Dark Areas layer
visible and change the Blend Mode to Hard Light. For me this results in messing up the
ears again and darkening the eyes too much. Also the edges of the dark area around
the eyes is too sharp and my color has gone off again (Figure 5.2.6).

Figure 5.2.6
- Okay. First, using the Clone tool on 100%,
I’ll just remove the ears from this layer.
Next to I’ll G-Blur the layer a bit to soften the edges around the
dark eye areas. Next I’ll lower the
Opacity to lighten the dark area.
Finally, using Brightness/Contrast, I’ll get my color back. You should wind up with something like
Figure 5.2.7. Should you need
additional dark color in the eyes you would leave the Opacity at 100% and
duplicate the layer to get more of the dark color.

Figure 5.2.7
- I
can also remove the Extra Dark Areas layer as I did not need to use it.
- Save
your file.
- Now
we return to the Dark Details layer (an appropriate name about now!). We want to pull in the details of the
lips and also some faint details of the eyes. Remove the ears from this layer using the
Clone tool.
- Again
we’re going to use an Overlay layer and a Hard Light layer to get the
colors we want. Duplicate this
layer and name the new layer Darken Dark Details and hide this layer for
now.
- Select
the Dark Details layer again and change the Blend mode to Overlay. The details are too sharp. We needed this sharpness in the bump map
but not here. Use G-Blur to soften
these details and remember what Radius you use. You should wind up with something like
Figure 5.2.8. Now get you color
back the usual way.

Figure 5.2.8
- Next
select the Darken Dark Details and change the Blend mode to Hard
Light. Now apply twice the amount
of G-Blur that you used on the saturation layer (Figure 5.2.9). This formula normally gives you a great
base for the lips. Now adjust using
the Smudge tool and adjusting the Opacity get these areas looking
something like Figure 5.2.9. Don’t
forget to check your color and if needed get it back in the usual manner.

Figure 5.2.9
- Time
to test what we have. Save. Create the color map in the usual
manner. Refresh it in AM and do a
test render (Figure 5.2.10).

Figure 5.2.10
- I
can see I’ve gotten just the color I wanted in the lips, ears and eye
areas. However, as often happens,
as I add the skin maps areas I previously thought were okay are missing
something or wrong. In a close up
the skin looks a little splotched and I will need to reduce the Diffuse 3
layer’s Opacity a bit. Also the
lips are missing the fine crisscross lines I can see in my reference
images (Figure 5.2.11). This will
require adding to the Bump layer set and then carrying the addition
forward to the Color map. I can
also see that the jaw line is wrong: it should come up and meet with the
bottom of the ear but instead goes behind the ear. This requires a change to the mesh and
for now I will only note it in my TTD section of the model control file to
remind me to do it later. I do not
believe this change will cause undo map stretching – thank goodness as
this would mean start over (like section 1 of this tut!). This is why signing off on the face mesh
before the mapping is done is so important.

Figure 5.2.11
- To
fix the splotches I reduce zoom in and hide the Diffuse 3 layer to confirm
that this is what is causing it.
Yep. So I decrease the
Opacity until I think that it is right.
- To
fix the lips I simply add a normal layer to the Bump layer set above the
lips and name it Lip Cracks. Then
add a bunch of horizontal and vertical lines to the lower lip using the
Line tool set at 100%. I reset the
to 50% and draw lighter lines on the upper lip then decrease the layer
Opacity until it looks right. I
generate a new wrinkle bump map.
- I
then duplicate this layer and move it down the Color layer set. I can tell I’ll need to increase the
saturation and also darken so I duplicate this layer with the name Darken
Lip Cracks and for now hide the duplicate.
I change the Darken Lip copy layer to Overlay – this works even
though I have not filled it with transparent 50% gray and it has the
advantage of not messing up the color.
I reduce the layer Opacity until I can barely see the lines then
select the Darken Lip Cracks layer change
the Blend to Hard Light and
reduce the layer Opacity until it looks right (Figure 5.2.12).

Figure 5.2.12
- I
then generate another wrinkle map, refresh the image in AM and
re-render. Much better (Figure
5.2.13) – time to move forward.

Figure 5.2.13
- Next
we’ll tackle the details that the bump map can’t give us. First the lips. Both male and female are done the same
way it’s just that female lips can be far more complex. Looking back at Figure 5.2.11 the lips
for this model will be about as complex as they come. There’s no science here. For males and many females the base
color we already developed might only need some touches of
semi-transparent white (new layer, dap some white, lower the
Opacity). Remember that chaos and
randomness are always required. My
role model is wearing lipstick so the base is not quite right. First I cut the lips out of the
reference image and I do consecutive G-Blurs on them until I’ve mixed all the
colors into one. This gives me an
average color. I create a new layer
named Lips at the top of the stack above the Diffusion 4 layer (now we’re
laying down color and so this needs to go on top to add to the lower
layers). I paint the lips this
color (Figure 5.2.14-a) then reduce the Opacity until it looks as close to
the overall color of the reference lips as I’m going to get with this
combination (Figure 5.2.14-b).
- Next,
to move this base, closer I do Image->Adjustment->Hue/Saturation
(<ctl>u) and with Colorize checked I tweak the Hue to see if I can
move the color closer. For myself,
squinting my eyes helps this process.
- Next
I need to break up this color a little bit so I create a new transparent
layer and name it Lips 1 and place this under the Lips layer and using the
same color I paint around the outline of the lips and extend lines inward
(Figure 5.2.14-c). I blur it a tad
to get rid of the sharp edges and play some more with the Opacity of both
these layers until it looks good to me (Figure 5.2.14-d). I also rename the Lips layer to Lips 2
to keep things looking right.
- Next
using the eye dropper I pick out another dominant tone from my reference
image’s lips, create a new transparent layer named Lips 3 above the Lips 2
layer. So I can go nuts with the Wacom
pen and not worry about going outside the lips area I use the Polygon tool
to outline the lips as a selection.
Now I dab this color about randomly, blur it a tad and reduce the
opacity (Figure 5.2.14-e) until it all looks right together with the other
layers (Figure 5.2.14-f).
- Again
I use the eye dropper and pick out a third color and I create a
transparent Lips 4 on top. This
time I outline the horizontal line between the upper and lower lips and
paint random chaotic lines and blotches kind of radiating outward. Seeing that the lips also contains
varying shades of gray, I use the Sponge tool and dap this image randomly
to reduce the color saturation (Figure 5.2.14-g). Again I tweak the Opacity until it looks
good (Figure 5.2.14-h).
- Finally
I play around with the Opacities of all the layers until I like things and
then to finish up I move both the Lip Cracks and Darken Lip Cracks layers
up so that both sit between the Lips 2 and Lips 3 layers – why? Because I tried moving them all about
and this is where they look best (Figure 5.2.14-i).

Figure 5.2.14
- Well
it looks good in Photoshop but how will it look on the model?!? Time to test it out (Figure 5.2.15).

Figure 5.2.15 – Works for
me
- Next
are the eyes. Whether it’s a male or
female face the area where the eye lash comes out of has a special color
-- normally a shade of pink. Create
a new transparent layer and call it Eye Lash Primer and using the Guide 1
layer as a guide, paint the edges of the eye lids where the eye lash will
grow out from white (we do this because we will most likely reduce the
Opacity of the layer we paint the pink color on and we do not want it to
begin merging with the colors beneath it..
- Next
either grab the pink shade right off your reference image or just use
red. Create a new transparent layer
named Eye Lash Area and color in
the edges of the eye lids. Play
with the Opacity until it looks right (Figure 5.2.16).

Figure 5.2.16
- The
upper eye lids may or may not have a special shade – for a male model or a
female with no makeup, as is maybe perfect or, a touch of gray
(transparent layer, paint with 50% gray, lower Opacity) or, a touch more
saturation (Overlay layer, with light burn) and/or a darkening layer (Hard
Light layer with burn). In my case
we’ve got makeup and a nice purple shade I like so I’m going for it. I’ll pull the shade right off the
reference image, create a new transparent layer named Upper Lid and paint
the upper lids (Figure 5.2.17-a).
Then I’ll reduce the saturation of this color until it is almost a
neutral gray, create another transparent layer above named Upper Lid Top
Color and paint streaks of this color across the lash (Figure
5.2.17-b). Finally I’ll tweak the
Opacities of these layers until I like it (Figure 5.2.17-c).

Figure 5.2.17
- Sometimes
there’s a touch of gray along with the darkening around the eyes. How much, if any, depends on the
reference images you are following.
To do this just add another transparent layer called Eye Gray and
dust with gray 50% around the lower and upper inner eye socket. Use a soft brush so it fades out. Tweak the Opacity until it looks right
(Figure 5.2.18).

Figure 5.2.18 – Adding a
touch of gray
- Now
well add some blemishes – first freckles.
Add a new Overlay layer called Freckles and using Burn/40/5 dap a
few (or a lot?) of spots around the cheeks and across the upper nose. Make them different sizes, some light,
some dark, some round, some oval, etc.
- Duplicate
the layer and name it Darken Freckles then hide the Freckle layer the
using the Brush size 5 Opacity 20% and Color 50% gray paint lightly over
some of the spots decreasing their visibility in a random way.
- Now
Reduce the Darken Freckles layer’s Opacity to 0%. Make the Freckle layer visible again and
reduce it’s Opacity to 50%. Now
re-select the Darken Freckles layer, change the Blend mode to Hard Light
and slowly raise the Opacity until you have freckles with different colors
(Figure 5.2.19).

Figure 5.2.19
- My
model is too young for age spots but adding these can really add realism,
almost anyone can have light ones and, they are easy as well as
interesting to add. Zoom in on the
area where you want to add an age spot.
Now duplicate the Diffuse 3 layer and drag it to the top of the
Color layer set (above the Darken Freckles layer).
- Increase
the Opacity to 100% and then increase the Contrast to +20.
- Select
the Magic Wand with Tolerance=5 and only Contiguous checked. Select an area then doing
<shift>click start selecting small areas close together but in a
random pattern (Figure 5.2.20). If at anytime a selection causes the a
pattern that covers the entire map just do <ctl>z to undo and
continue until you have a good area.
Click inside the patter to select a more solid region.

Figure 5.2.20
- Now
keeping the selection active create a new Overlay area and name it Age
Spot 1. You’ll need to name and
select the blend mode and gray fill in the New Layer Dialog box to keep
the selection active.
- Now
select the default background/foreground colors (d) then do
Filter->Render->Clouds. Hit
<ctl>f several times until you get a light dark pattern within your
selection. Then do Filter->Noise->Dust
and Scratches and adjust the settings until you get more chaos within the pattern
(Figure 5.2.21).

Figure 5.2.21
- Next
add Noise Amount=8.
- Keeping
the selection active again create a new Overlay layer named Darken Age
Spot 1. Hide the Age Spot 1
layer. Do all the things you did to
the last layer but shoot for a different pattern (you just want different
chaos).
- Finally
un-select all and change the Darken Age Spot 1 layer to Hard Light or if
it looks better Multiply (you can actually choose any blend method that
looks good), unhide the Age Spot 1 layer and tweak the Opacities until it
looks good (Figure 5.2.22). If the
pattern seems too granular just use the Smudge tool to smooth out the
layer that’s causing it (normally the Darken layer). Also remove the duplication of the
Diffuse 3 layer – we just needed this to help us select a splotchy random
pattern. To get a very realistic
age spot you should hide this one and repeat the entire process in the
same area and overlap 2 and even 3 chaotic patterns.

Figure 5.2.22
- The
final step is dealing with any veins you created. Duplicate the Vein layer in the Bump
layer set and bring it down into the Color layer set. It should be the top layer. Rename this layer Vein Color.
- Change
the Opacity to 100% and the Blend mode to Normal.
- Using
the Eye Dropper select the gray background then do Select->Color
Range. Adjust the Fuzziness so that
hot pink fills the veins but not beyond them. Click Okay. Firmly press Delete.
- De-Select
all. If the veins look too thick
<ctl>click the layer to select the colored pixels then do
Select->Feather at 1, invert your selection and press <Delete>.
- Now
do G-Blur/Radus=3.
- Finally
adjust the Opacity until the vein color barely shows (it should be very
subtle).
- That’s
it except for testing the color map and tweaking the new layers until it
looks right (Figure 5.2.23).

Figure 5.2.23
Go to Part 6.1 –Specular
Intensity