How to paint realistic skin in Substance Painter
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 Published On Jun 16, 2020

In this video I go over the whole process of creating skin textures, from where to find great reference images of skin and baking maps to texturing
the character and setting up the export for Maya.

Great reference resources:
https://www.3dscanstore.com/3d-head-m...
https://texturing.xyz/collections/photos

Other then that I found great images looking for diffuse, albedo diffuse or cross-polarized skin images.
Looking for images of skin damage, moles and freckles is also important since most people have a good amount.

Baking maps:
The default settings work very well usually,
but increasing the Ambient Occlusion Samples can give more accurate results. It will take longer though.
Deselect the maps that you do not need. I don't need the ID map here for example.

Color zones of the face:
What I covered is very well summed up by James Gourney:
http://gurneyjourney.blogspot.com/200...


My texturing approach in this video is to add a lot of detail and complexity, maybe more than is actually visible or necessary.
I find that some detail always disappears when rendering with Arnold in Maya. I usually like to go back and forth between
the software for that reason.

When I build up my Layers I like to start off with a lot of procedural textures to save time and I will make then adjustments to the masks manually. I also take advantage of the skin smart material that comes with Substance Painter. I find it to be a great starting point.

I also like to use the maps I was baking in the beginning. Ambient Occlusion and Curvature map to enhance the sculpted detail and thickness map to generate the subsurface scattering.

For more Character modeling, texturing and anatomy tutorials, subscribe to my channel. I always work hard to create content that has a lot of value for you and I hope it shows.

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