Facial Skin Layered
Mapping
Part 6.1 – Specular Intensity
Before You Begin
Have your work file open in Photoshop. Have your model open in AM.
Introduction
These maps define the
intensity and size of ‘shininess’. This
of course can change: after running 2 miles the face might be far shinier then
normal and if dried out by the desert wind, the face could have almost no
‘shininess’.
These maps are important
for realism – get them wrong and you’ll wind up with Mr. or Mrs. Vaseline (or
plastic). Many 3D programs only allow a
secularity map. AM breaks out intensity
and size and this is both a blessing and curse but now, I don’t know how I
managed with only one map controlling both before.
Intensity
The intensity will go up
in those areas of the face that secrete more oil (the sides of the nose, around
the ears, areas of the forehead, etc.), where the face is harder (the chin, the
end of the nose, the forehead, the ears) and also in areas that are moist (the
edges of the eye lids, the lips). The
intensity will go down in the dryer areas (cheeks), in soft areas (the eye
lids) and in enclosed areas (wrinkles, creases, where the ear goes into the
head).
Size
The size will increase with
dry or rough areas and soft areas. The
size will be smaller in hard or smooth areas and wet areas.
Balancing out all these
characteristics as they combine in different ways and effect the intensity and
size is not as hard as it might seem and to be sure we don’t have to take in
every consideration.
In this section we focus
on the Intensity.
As I tried to create this
section I realized that I had been creating the specular intensity map in a
very adhoc way so I set about refining it.
Formulas for creating these from reference various references (not made
for AM) just didn’t work. However I
found one that gave me the right gray scale levels except in the extremes. Doing this and then pulling in the extremes
by adding a layer filled with white and raising the opacity actually gave me a
better spec intensity map in less time then I’d been getting with my old adhoc
try this/try that method (which couldn’t really be documented anyway). So that’s the game plan – we’ll take precise
steps to create an accurate if extreme map the adjust it until it looks right.
- For safeties sake, same your work file to a new
version.
- Duplicate your work file and save it as
SpecIntBaseWork.psd so that you can tear it up and shuffle it around to
get what we need. You might close
your work file so you don’t make any mistakes.
- Delete everything in the SpecIntBaseWork.psd
file except the Guide2 layer and the Bump Layer Set.
- If you have a whiskers layer delete that and
also delete the Pores layer.
- Hide and lock the Guide 2 layer.
- Duplicate the Softness Cap and name the
duplicate Neutralizer and drag this layer out of the Bump Layer set
underneath the Guide 2 layer and hide it.
We’ll come back to this one.
- If you have a Veins layer drag this out of the
Bump layer set and under the Neutralizer layer and hide it (if you have
more then one, merge them first).
- In the Bump Layer set hide everything except
the Nose, Chin, any neck wrinkle layers you many have created, any
forehead wrinkle layers you may have, the Upper Nose layer (wrinkles
between the eyes at the top of the nose if you have this), the Wrinkles
layer and any extra softness areas you may have created to supplement the
Softness Cap layer (but not the Softness Cap itself).
- Review that you have only the layers mentioned
in step 8 visible.
- Select the Wrinkles layer and do
Layer->Merge Visible (<ctl><shift>e).
- Drag the Wrinkles layer up and place it
underneath the Veins layer then hide it.
- Unhide everything below the Wrinkles layer (the
remaining layers that were in the Bump Layer set), select the Bump Base
and do Merge Visible.
- You should now have the following layers in the
following order: Guide 2; Neutralizer; Veins; Wrinkles; Bump Base.
- Select the Wrinkles layer (which will make it
visible again).
- Change the Blend mode to Multiply and do
Adjustment->Levels and set the Input Levels to 0, 2.10, 255 to lighten
the effect.
- Select the Bump Base and do
Adjustment->Levels and set the Input Levels to 0, 1, 210 to lighten
this layer. You should now have
only the Wrinkles and Bump Base layers visible and it should like
something like Figure 6.1.1.

Figure 6.1.1
- With only the Bump Base and the Wrinkles layers
visible, select the Wrinkles layer and do Merge Visible. You should now have the following layers
in the following order: Guide 2; Neutralizer; Veins; Wrinkles.
- Now we need to lower the background chaos a bit
and darken the main features.
Duplicate the Wrinkles layer and set the duplicate to Multiply
(Figure 6.1.2). This darkens the
main features but not too much yet.

Figure 6.1.2
- Now
we’ll remove some of the chaos.
Select the Neutralizer layer which un-hides it and do
Image->Adjustment->Invert (<ctl>i). Then drag it between the two Wrinkle
layers.
- Change the Neutralizer layer’s Blend Mode to
Linear Light and reduce the Opacity to 0%.
- Now slowly bring the Neutralizer layer’s
Opacity up until you can just see the all or most of the background chaos
– this will usually be around 20% Opacity (Figure 6.1.3).

Figure 6.1.3
- With only the 2 Wrinkles layers and Neutralizer
layer visible select the Wrinkles layer and do Merge Visible.
- Now we want to lower the brightness way down to
represent the base secularity of the skin (in AM’s case an extreme of this
anyway). With the Wrinkles layer
selected do Adjustment->Levels and adjust the Input Levels and the
Output levels until you have the image as dark as you can get it and still
see all of the major features. Try
setting the Input Levels to 73, 0.75, 220 and the Output Levels to 0, 84
and work from there. If this is too
light, lower the Output Level to say 0, 75 or somewhere in there. If this is too dark, try raising the
Input Level to say 63, .75, 220 and/or raising the Output Level to say 0,
90. Exact numbers are impossible to
give here. You should wind up with
something like Figure 6.1.4.
Although many of the finer features seem faded to black or very
dark gray and virtuall gone, they’re still there.

Figure 6.1.4
- If, at this point, you have any light areas
that stand out like the forehead, chin, ears or, as in Figure 6.1.4, use
the Burn Tool at a very low exposure to tone them down (Caution: due to
the darkness of the image the Burn tool will have a stronger effect – set
the exposure at around 10%).
- Now we just need to tweak the brightness in a
few areas. Activate the Guide 2
layer and set it’s Opacity so that you can barely see the mesh lines and
use this as a guide. Using Dodge/150/45%,
lighten the front area of the face a bit with a few light strokes. You may have to use History to back out
and redo a few times to get rid of areas that got too light because you
went over them too many times. The
best way I found is to make horizontal strokes that slightly overlap
starting at the top and working down (Figure 6.1.5).

Figure 6.1.5
- Next reduce the Brush size to about 21, zoom in
on the lips and lighten them up pretty good. If you find you are getting very light
areas within almost pure black areas (as you well may with a female with
makeup) then use the Smudge Tool at 24% to even this out and move back and
forth between the Dodge and Smudge tools until you have a smoother pattern
of lighter tones (Figure 6.1.6).
- Reduce the Dodge Brush to 5, zoom in on each
eye and lighten the patches around the eye slits where the lashes will
connect – lighten these to almost white.
Again, if you find you are getting white dots against a black
background, switch back and forth between the Smudge and Dodge tools as
before but this time until you get a smooth consistent line (Figure
6.1.6).

Figure 6.1.6
- Finally, zoom out and setting the Dodge brush
to about 35 lighten the ears a tad (Figure 6.1.7).

Figure 6.1.7
- Now unhide the Vein layer if you have one and
set the Blend mode to Overlay if needed.
Veins should show up about as much as an wrinkles except light
instead of dark. If you can not see
the veins switch the Blend mode to Linear Light and drop the Opacity until
it is toned down enough (Figure 6.1.8).

Figure 6.1.8
- Save.
You want to maintain this image just in case you need to come back
and tweak it.
- Hide the
Guide 2 layer, flatten the image, select all and copy. Open your work file if you need to,
select the Spec Int Layer set and paste.
Name the new layer Original.
- Duplicate the layer and name the duplicate Spec
Int Base. This will be your
specular intensity extreme to work from and with. Sometimes towards the end you may not be
able to increase the brightness enough using Overlay layers and you may
have to make adjustments directly to this layer so, we preserver the
original.
- Lock and hide the Original layer and save you
work file.
- Next create a layer above the Spec Int Base
layer called Neutralizer (as before).
This it’s blend mode will be normal. What we will do with this layer is
pretty simple. If we were to fill
it with 50% gray and set the Opacity to zero, then as we raised the
Opacity the darker colors would get lighter and the lighter colors would
get darker and the colors near 50% gray would stay about the same. As we increased the Opacity to 100% all
the colors would met at 50% gray.
If on the other had we filled this layer with black and increased
the Opacity the light areas would darken quickly, the 50% gray areas less
quickly and the dark areas slowly until at 100% they would all merge into
black. By the same token if we
filled the layer with white, the opposite would be true. And in fact for AM specular intensity at
100% it is white that worked for me and is the best bet for you. Just realize that if you get the light
colored lips and eyes looking right but the rest of the face has too much
shine, to fix this, try filling the layer with 75% gray so that the spread
between the light and dark areas is greater. Fill the Neutralizer layer with white
and set the Opacity at 15%. Figure
6.1.9 shows the Spec Int Base without the Neutralizer layer on the left
and with it on the right (yours should look like the right side and not
cut in half okay!).

Figure 6.1.9
- Generate a map from this and name it
SkinFrontSectionSpecInt.tga.
- We need
a neutral Specular Size map so click on the Spec Size Layer group and
create a new layer, Blend model Normal and fill it with 50% gray. Then generate a map from this called
SkinFrontSectionSpecSize.tga. Now
hide the Spec Size layer set and reselect the Neutralizer layer in the
Spec Int layer set so no mishaps occure.
- Go to AM and expand the Decals section, right
click on the Image section and select ‘Add Image’ and add the
SkinFrontSectionSpecInt.tga image.
Change the Type to Specular Intensity. Leave the percentage at 100%.
- Do this again to add the
SkinFrontSectionSpecSize.tga image under it setting the Type to Specular
Size. Leave the percentage at 100%.
- Now render it and see if you’re in the ball
park. We will probably need to
darken and lighten a few areas but you should be fairly close. If not you need to adjust the Neutralizer
layer’s Opacity and/or its fill color by darkening it. Mine looks okay at these settings
(Figure 6.1.10).

Figure 6.1.10
- Once you get this ‘in the ball park’ create an
Overlay layer above the Neutralizer layer and call it Lower. Well use this to lower the shinny ness
of some areas. Make Guide 2 visible
with the Opacity at a level were you can just see it. Reselect your new Lower layer (I forgot
and started burning the Guide 2 layer!).
- First using Burn with a large brush size (say
150 to 200) and an Exposure of about 20%, subtly darken the neck area but
fade out the darkening before you reach the rear seam (where the Front
Section will meet the Back Section).
Then lower the Brush size and darken the lower eye lids and eye
sack, between the eyes, the cheeks and between the upper lip and the
nose. Also if the sides of the nose
are too shinny (to light) darken these a tad. Figure 6.1.11 shows before and after (on
the right).

Figure 6.1.11
- Create another Overlay layer above the Lower
layer and name it Raise. Using
Dodge with an appropriate Brush size and an Exposure of perhaps 20%
lighten the chin a tad. If your
model is wearing lipstick and/or eye makeup also lighten the lips and/or
the upper eye lids a more increasing the Exposure if you need to. For myself, the forehead has too much
variation (see Figure 6.1.11), if yours is the same, lighten the darker
areas a bit to even this out.
Figure 6.1.12 shows the
difference – left before / right after.
Not much and I increased the exposure to 100%.

Figure 6.1.12
- Time to test the map again. Mine, due to the makeup, shows that I
need to increase the lips and upper eyes more and I can’t do it using the
Raise Overlay layer and so I select the Spec Int Base layer and using the
Dodge tool I increase the lightness here.
Also on mine I need the light area to more precisely follow the
edges of the lips. Figure 6.1.13
shows the difference now.

Figure 6.1.13
- The final touch is to drop down into
the Bump layer set and duplicate the Pore layer and drag it up between the
Lower and Raise layers. Change the
Blend mode to Overlay.
- Time to test it with a render. Mine okay (Figure 6.1.14) and after a
screen test I pretty happy. You
should be close with this and a screen test will tell you if you need to
lighten here or darken there a bit.

Figure 6.1.14
- Save all.
Go to 6.2 – Specular
Size