Need Help With Skin Color

I need some help with getting the skin to look a realistic pale color without resorting to a week of rendering & comparing renders. The first screenshot is of the first character which I must have gotten lucky and was able to get both the skin color & wet/oily skin to look right(imo) with minimal test rendering. The second screenshot is with the second character added, and as you can tell, or at least from my perspective, the skin looks too much like the color of a light beige putty. The third image is a full render of that same second character in a different scene with an obvious lower glossiness/higher specular lobe roughness settings, of which the skin looks pretty good on the legs, abs, and arms, but you can see a slight putty beige color in the face. The fourth image is a screenshot of the scene from behind, which shows a single spot light @ 6000k color temp and the large sky image is set up as an emissive and I use the image for the Emission color with Emission Temp set at 0. The fifth image shows all of the pertinent skin settings for the character.

For the character in question, I'm using the skin from Alyx https://www.daz3d.com/alyx-for-genesis-8-female

Any suggested changes in the settings I could use to get the pale skin to a more realistic color without it becoming too dark, yellow, or ghost-white?  I was thinking about messing around with the Top Coat color and changing it to "weighted" since I have the reflectance tint right where I want it and try to push more white onto the surface & maybe up the translucency color from 0.85 to 0.90-ish on the middle(red) channel.

 

 

MMorphsHDTest2.png
798 x 846 - 1M
MMorphsHDTest4.png
852 x 850 - 1M
G8FGYKP-3at11p.png
1417 x 1491 - 5M
SceneRBack.jpg
1119 x 865 - 222K
SkinSettings.png
749 x 576 - 119K

Comments

  • p0rtp0rt Posts: 217

    use skin builder https://www.daz3d.com/skin-builder-8-for-genesis-8-females

    then just save it as a material preset

  • Different artists use different settings, and that's when things get wonky.

    Using skins from a limited number of artists can help.

    Using a consistent set of skin shaders also helps. There are a variety of products that you can apply to skins to get more consistent performance out of the underlying layers... or, just apply one skin's shader as THE shader for all others skins via CTRL-click (a rather more brute force method).

  • One can adjust the various colours to affect change however one can also add a "real skin tone" png [full square coloured, keeps it simple] to some of the alternative dials [not the main diffuse obviously]. I find this helps to keep colour under some of the brighter lights that would otherwise wash out the colour on the skins.

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