Flushing makeup including red/pink nose and ears?
in The Commons
All the makeup I've seen are for blushing and on the cheeks only. I am looking for flushing makeup that also has pinkish/red nose and ears. I've seen some discussions about adjusting tranluceny to get pink nose and ears. I don't really understand how that works (total Photoshop/Gimp noob), and I don't want to alter the character's regular apperance. I am looking for a one click solution of a flushing face after physical exertion, or getting drunk... Idealy the red nose is separate so I can also use it for a cold (I know, this is not the time, sorry).

Comments
The make ups are blusher, not blushing. Are you wanting a more broadly applied blusher, or are you wanting actual blushes (enhanced blood flow to the surace of the skin)?
LoL, I wasn't thinking about actual makeup as in the real world but textures on vertices. Yes, I want actual flushes that simulate enhanced blood flows to the surface of the skin around the face, including the nose and ears. Are there products for that in G8?
No, there are a few G8 characters that have flushed faces as a part of their natural character's look but not any products intended to add such a thing as if they were blushing (that I know of).
Almost every G8 female products has makeup options which include a blush / non-blush version of the face but blush as in makeup.
Yes, blush makeup is very common with characters but I've never seen a standalone makeup that does flush. Flush makeup with cheeks, nose and ears independantly would be very versatile. They can be used as a more extreme blush, a flu/cold condition, for hard workout or getting drunk.
I think you could do that by altering the textures. Maybe the SSS texture would be the best bet. I am not an expert on this though, I hope someone that is more knowledgeable can give you a more detailed answer.
There is a parameter in the Surfaces tab under Diffuse>Translucency (I think) called something like Proximity Distance that can be adjusted to make the nosetip or nose/chin/cheeks flush (also dependent on the colour setting). I usually am trying to get rid of it, but it can also serve the purpose you seek. You will have to play with it in Iray Preview mode, but you can get what you want, or close to it.
You can try increasing the saturation of the translucency colour of the face, torso, etc, and then increasing the translucency weight to get a flushed look. This is Albany with this effect applied to the character on the left.
Put one of the examples below in the diffuse overlay chanel
Adjust the amount (in the diffuse overlay chanel) to what affect (how strong) you want.
Change the diffuse over color to the colour you require.
As you can see, it works well, but might take some time to get what affect you actually after; my advice, spend the time creating the mask.
You also don't need them to be the size I've uploaded - I did them quickly, half that would be more than enough.
You might find it is best to add the same pattern of colour to the SSS map, to better simulate the blushing effect. Scatter only may also be better substituted for Scatter & Transmit (see image for Scatter)
Thank you for all the tips.
@xyero - I cannot find Proximity Distance, is that the same as Trasmitted Measurement Distance? What values should I use.
@sevrin - Playing with both saturation and transluancy weight is probably too advanced for me at the moment.
@nicstt - Thank you for the masks. To get the red I had to turn up Diffuse Overlay Weight but the face also got darker as a result. I guess I need to customize the masks. I don't know how to use Photoshop or Gimp and have never done masks or know how to. The character already has values for SSS Tint and it's white. I don't know if I should mess with it not knowing anything as I am afraid to alter the commerical characters' looks.
Maybe try post a screenshot.
Did you set the mask in the Diffuse Overlay Weight? If so the Diffuse Overlay Color should only be visible for those areas that are not black, i.e. all the black areas should be unchanged.
As fellis said, make sure the mask goes in the Diffuse Overlay Weight; see the image, which shows it in the correct place.
@felis + @nicstt : My bad, I attached the mask to Diffuse Overlay Color instead of Diffuse Overlay Weight.
What is the difference between the Diffuse Overlay Weight slider and the darker/lighter slider of the color editor for Diffuse Overlay Color?
How can I edit the mask so that I can add: one just with the nose (for cold, flu), one with nose, cheeks and ears (for drunkeness, hard workout)?
Thanks again.
The Diffuse Overlay Weight determines how much effect the Diffuse Overlay have (blend strength), 0 no effect, 1 full effect.
And the strength a multiplication of the color map value (the mask) and the slider value.
Changing the Diffuse Overlay Color to a darker color, just means a darker tone is used.
Changing or creating a new mask can be done in any image editing program. If you don't have any, I would suggest either GIMP or Krita that are both open source.
You need the UV map as background for where to paint. Here you can just use the map in the Diffuse Color as guide. You shall only save the black-white image as mask.
This seems beyond my current ability. My knowhow with texture editing is like beginner level of Micosoft Paint and my experiene with Gimp has just been following someone else' step-by-step instructions.
If you take the first image from @nicstt that is both cheeks and nose. Take that into Microsoft Paint and color the left and the right white dots black and save that as a new image. Then you will have a mask for the nose.
You overestimate how hard this is.
The character's skin will darken, but flushed skin is darker than not flushed skin. The lighter the character's skin is to begin with, the greater the effect will be, as in nature.
@felis - I used Gimp to recolor the jpg from @nicsff and now I have one with just a red nose. I've no idea technically what I just did though.
@Sevrin - I didn't use Skin,Lips,Nails beause I don't want to change the whole face. Instead I did what you suggested on Surface->Ears. I hope I didn't do anything wrong. This also makes more sense as in a real face, the deep blush is more prominent on the cheeks and the ears. So now I don't have to paint the ears.
A few more questions:
What are the pros and cons of these methods vs. using LIE that people used for blush?
Earlier in the thread, @xyer0 mentioned something about Proximity Distance for Translucency. I could not find it anywhere in Surface. Is this what creates the effect of lights passing through noses and ears like I've seen in some of the screen captures?
Thanks again.
@i53570k Pardon my incorrect labeling. You find it for each particular surface---let's use the Face surface as an example---in Surfaces > Face > Volume > Transmission > Transmitted Measurement Distance. If the setting has scatter as well, you can look immediately below Transmission to Scattering, which when opened has a Scattering Measurement Distance parameter that can also be adjusted.
Translucency increases the effect of lights passing through the ears/noses. The parameter I mentioned increases/decreases the colour dialed into Transmission.
Thanks for pointing out the labeling.
How does color and light get transferred into face with Translucency, Transmissiona and Scttering dials?
If I don't change Translucency color, no matter what color or dial I used for Transmission I could not see a difference. Once I dialed in a color (red in this case) and weight for Translucancy, then dials and color in Tramission started to have effect. However, I don't know what I was acutally adjusting with Transmission (why does it need its own color?), and I didn't even dare touching Scattering.
If you are concerned about fiddling with sliders, just save your scene before doing something you are not sure about. Either that, or create a scene just with the character or whatever you are experimenting with so that updating the preview goes faster. Trial and error is a good way to learn.
The Translucency Color should be approximately the color of blush/rosiness that you desire for the cheeks, nosetip, lips. The Transmitted Measurement Distance first affects the parts of the face that are closest to the camera, with an encroaching increase/decrease as the parameter is adjusted. Iray preview or rendering is the only way I know of to see the effect.
The reason Transmission has been given its own color is to give us more control over what is transmitted; otherwise, the color transmitted would be limited to more of the diffuse. As Sevrin said, if you have saved (and then resaved with a new name) you can experiment and learn exactly what each parameter does so that you can understand it for yourself---in the native terms of your own mind---rather than through someone else's translation or attempt at approximation. When you have learned for yourself, you will have much more confidence going forward, and this will ultimately translate into speeding up your workflow.