Facial Skin Layered
Mapping
Part 3.6c – Finishing the Wrinkle
Base
Before You Begin
Have your work file (SkinFrontSectionWork001.psd) and
your reference files open in Photoshop.
In your work file have only the Bump layer set and the Grid2 layer
visible and have the Grid2 layer’s opacity set to about 35%. Have your model open in A:M
and hide all but the Front Section group.
Have the edit
window for the action that flattens Front Section open so we can
apply some test decals.
Introduction
To complete the Wrinkle Base add any wrinkles and
blemishes the character has and we will use the reference images to guide
us. We will not however do the eye lids,
eye brow areas, lips or ears. These are
special areas that will be done separately.
Also be aware that a layer of noise needs to be placed on top of any
wrinkles we paint. Finally, older
characters may have extremely complex wrinkle maps while younger characters may
not have anything at all beyond what we’ve already done.
- We’ll
create a Noise layer to over lay the wrinkles and blemishes first. Create a new layer above the Softness
Base layer and call it Noise. Fill
it with 50% gray.
- Next
‘Apply Noise’ to this layer with an amount of 1%, Distribution Gaussian and Monochromatic. Then set the Blend to Overlay.
- Now
we’ll create a layer for the wrinkles and blemishes. This will be the type of layer we’ll be
using over and over again and I call it an ‘Overlay’ layer. Create a new layer between the Softness
Base and the Noise layers and call it Wrinkles. Fill it with 50% gray and set the Blend
method to Overlay. The layer should
appear to become transparent. The
tools you will use on this type of layer are the Burn and Dodge
tools. Basically the 50% gray will
allow the layers underneath to show through and only non-50% gray area
will show.
- Now
create another layer above the Wrinkle layer and name it Notes. Well use this to rough out the stuff we
want to draw.
- Carefully
look at each of your reference shots and note any wrinkles, blemishes,
pits, scars… anything that is a bump or indentation. Using the paint brush/color red,
carefully draw in where you think these will go on the Notes layer. My reference actress has almost no
wrinkles and blemishes showing (makeup?) but there are some and just for
the heck of it I’m going to add some crows feet
to the eyes. Figure 3.6c.1 shows
what my wrinkle/blemish marks look like.

Figure 3.6c.1
- Next
well create a guide for positioning the decal stamp. Save your work file. Then hide the Bump layer set and
increase the opacity of the Gride2 layer to 100%. You should have the magenta grid on a
black background. Duplicate the
image and flatten then save this file in the <model>/Maps/Head
folder as tmpfrontsectionguide.tga. Close this image and return to your work
file. Return the Gride2 layer
opacity to 25% and unhide the Bump layer set.
- Now
hide the Guide2 layer leaving the Softness layer and the Notes layer
showing and duplicate the image.
Flatten the duplicate and save this in the <model>/Maps/Head
folder as tmpwrinkletest.tga. Close this image and return to your work
image.
- Hide
the Notes layer and duplicate the image again and flatten and save this as
tmpsoftenbumptest.tga. Close this image and return to your work
image.
- Unhide
the Notes and Guide2 layers.
- Now
go to A:M and the action window with the
flattened Front Section. Make sure
all is hidden except the Front Section.
In the PWS right click on the model icon and select
New->Decal->Other and navigate to and
select the tmpfrontsectionguide.tga image. A semi-transparent copy of the image
will appear over the mesh in the action window. Resize and position as needed to align
the grid to the mesh. When you
resize be sure to hold down the shift key so that the image’s aspect ratio
does not change. If you mess up,
delete the decal in the PWS and start over. When you have positioned and sized the
image to match the mesh, right click and select Apply then, right click
again and select Stop Positioning.
It is vital that you position and scale this decal exactly on the
mesh. Switch to the modeling window
view the model in shaded wire frame mode.
Press <Page Up> until you have the highest quality
image. If you need to, render in
shaded wire frame mode at VGA resolution or larger so that you can see it
clearly. Make sure that the grid on
the decal matches the splines of the mesh.
If you need to reposition the decal, delete the stamp from the
decal and right click on the decal and select Position and redo the
positioning and scaling.
- Once
you have positioned this guide decal exactly on the mesh, import the other
two decals you created into A:M. Open the properties of the image you just
placed and click on the image name and choose tmpwrinkletest.tga.
- Right
click on the Image section of the Decal and select New Image and select tmpsoftenbumptest.tga.
Open the properties of this image and change the map type to bump
and the percentage to about 150%.
You should wind up with something like Figure 3.6c.1.

Figure 3.6c.1
- Now
in the modeling window do quick renders or even render to file if need be
and check out the way the model looks with the softening bump map
applied. This layer should soften
the skin and nothing more however the setting I used will work on old
character skin as well as young so likely it will be a bit much for a
middle age or young character but again, this depends on the character. If it looks too ruff or course for you
character, in Photoshop place a layer under the Softening Base and call it
Bump Base and fill it with 50% gray.
Then, reduce the opacity of the Softening Base (I had to drop to
50%). You could reduce the
application percentage of the image in A:M but
for bump maps you normally need at least 150% to show wrinkles well. If the Softness Base needs to be courser
then, its okay to up the percentage of the bump map in A:M. Once you have it about right move on
(you’ll likely adjust it again down stream).
- Now
look at the red marks you made and switching back and forth between AM and
Photoshop make any adjustments you need to better position the wrinkles,
blemishes and whatnots on the Notes layer.
You can make your adjustments in Photoshop and then duplicate,
flatten and resave this to check your corrections (to refresh the image in
AM double click on the image to open it and then close it).
- I
can see that the indentation above the eye is not needed; the crease in
the mesh takes care of this. Also
the crows feet are too long, too high and don’t extend to the eyes. The rest is okay. After making the adjustments I wind up
with a model that looks like Figure 3.6c.2 and the map as shown in Figure
3.6c.3.

Figure 3.6c.2

Figure 3.6c.3
- Now
I’m ready to create the wrinkles.
Reduce the opacity of the Grid2 and Notes layers until you can just
barely see them – for myself that winds up being
12% for each.
- Select
the Burn tool. Open the brush
pallet and make the brush Diameter=3, Hardness=0, Spacing=25. If you are using a pressure sensitive
graphics pad, make sure only the Other Dynamics is checked then click on
Other Dynamics to bring up its properties and set the Exposure Jitter to
about 35% and set the Control to Pen Pressure. In the Burn tool control pallet (the
long strip normally located under the main menu bar) set the Range to Midtones and the Expose to 32%. There is nothing magical about any of
these setting… you just mess with them until you get the result you
like. I knew from experience about
where I wanted them, tried them out, upped the jitter and exposure and
passed on what I decided on to you.
These should work but after a while you’ll just kind of know what
you want and input the settings then adjust them until you like them.
- Making
sure the Wrinkle layer is selected zoom in on the crows
feet (either side) and carefully draw them in. They will be darker near the eye then
fade off at the other end.
- Now
select the Dodge tool, Brush settings the same as in step 16 but set the
expose to 14% (you’ll find you need less expose for the Dodge tool). Now lighten the areas around the crows feet you’ve just drawn. Hiding the Grid2 and Notes layers you
should wind up with something like Figure 3.6c.4.

Figure 3.6c.4
- Now
we’ll take a reading on how dark the wrinkles will need to be. Save your work image, then duplicate it,
flatten and save as tmpwrinkletest.jpg in the
Maps/Head folder (If the Grid2 layer is visible be sure to hide this
first). Switch to AM and apply it as
a bump map. Adjust the bump
percentage until the softening of the image is right for you then look at
the crows feet. If they are too
pronounced you will need to reduce the opacity of the Wrinkle layer in
Photoshop. If they do not show up
enough you will need more contrast so you’ll have to go over them more
with the burn and dodge tools. If
they still need to show up more you can duplicate the Wrinkle layer and
play with the opacity of the 2nd layer to get this right. I wound up with Figure 3.6c.5 using a
Wrinkle Bump Map (Layers: Bump Base; Softness Base, Wrinkles and Noise)
show in Figure 3.6c.6. Notice in
Figure 3.6c.5 how rotating the head allows light to play across the curves
in the nose enabling me to get a good idea of the texture from the
map. Also notice that the crows
feet are subtle yet my wrinkle map is 100% and they are painted about as
dark as I can get them which means I’ll have to use a little trick for
other wrinkles that need to be more pronounced.

Figure 3.6c.5

Figure 3.6c.6
- Once
you have figured out how to get the Softening Layer and the Wrinkle Layer
to come out right proceed to create the rest of the wrinkles, blemishes
and whatnots in Photoshop. If you
need to erase something in an Overlay layer, use the paint brush with 50%
gray (not the eraser!). If you need
to smooth something out, use the smudge tool with a low Strength (say 12
to 14%).
- Check
your work by hiding the Grid2 and Notes layers and creating and applying
the map in A:M.
Figures 3.6c.7 and 3.6c.8 show my final stuff.

Figure 3.6c.7

Figure 3.6c.8
- Save
everything. The Bump Wrinkle map
will be added to (eye lids and lips) and there will be separate bump maps
for pores and (for male models) whiskers. However, for now, we are just building
the base layers to stay in sync with the other method which uses a high
resolution side and front picture.
Go to Part 3.6d Building the Color Base