Vray settings felt
Vray settings felt skin#
The skin was a little more complex so I opted for VRayAlSurface, which you should read all about here to take full advantage of it. I just followed the instructions on Substance Painter’s Wiki - and got fantastic results.
The shader I used for my costume is a basic VrayMtl and, since I created all the textures in Substance Painter, plugging them into my material was incredibly quick and simple. These are my base shaders and, from here, I can duplicate and build upon them as I see fit. As I’ve already mentioned, I prefer to keep things simple - so much so that I used only two shaders for this whole character: One for clothes and one for the skin. With all my textures painted, I take them into V-Ray and start testing them out. Using VRayMtl and the VRayAlSurface shader I set this layer’s blend mode to Multiply and, once again, lower the opacity. Once I have it in Mari, I like to use this as a mask to paint almost all the cavities red.
I achieve this by using the color zones of the face based on where blood/fat accumulates and builds up versus the bony landmarks. The second layer I like to paint is for adding hue variation on the face.Subtlety is key when you're going for realism. I set this layer to a Contrast blend mode and lower the opacity till it's barely visible. I like to change the colors by sampling the lightest color of the skin and the darkest color on the skin. I begin with a simple Cloud procedural over my skin at a small size.I also like to use some of my sculpted information to enhance my albedo map. There are some simple procedural things that I like to do in Mari to add interest and irregularity to the skin, as below.