A model for a picture I'm working on. This will basically a test for subsurface scattering shading later in KeyShot so I have to make sure that everything is correctly in place to avoid scattering errors in the later rendering process. I'm sculpting with a higher amount of Polygons in that scene as I usually do, SSS shader makes skin material looking very soft so it basically "washes out" detailf from normal mapping. To avoid that I need to sculpt the wrinkles, folds, abs [etc.] which gets normally created by a normal map using a single layer shader(like I did before)
This is actually a quite challenge because you have to search for the optimism balancing between "good graphics" and "rendering performance" More Polygons = longer rendering time
It's always hard to get that balancing in the right way
Alright thats it for the first, I hope you didn't forgot to vote in my other post because the poll ends at dec 5!
happy fap!
~F0