Lips

Download actual version  |
Workflow-Creator: Chainz 
Version: 3
Workflow Description/Target:
Let's start using it.
I found few minutes so decided that we could work on "perfect" lips :)
Entry-Creator: Chainz 
Entry Description/Changelog:
This will need much more work on the cracks. |
Comments
Chainz on Jan, 16th - 2008, 21:26 CET
What do you thing about this reference?
http://www.maverick.com.pl/admin/user/zlotenici/UserFiles/Image/bild_lips.jpg
Tasty enough? :)
snelleeddy on Jan, 16th - 2008, 22:20 CET
Jummy. a good red colour, very slightly pink specularity and a normal map. Maybe a vornoi texture, distance squared, and distorted along the x-axis might be a good starting point.
Chainz on Jan, 17th - 2008, 14:49 CET
It's just a reference man ;) A real picture, hehehe :D
Chainz on Jan, 18th - 2008, 19:37 CET
This might become handy, since lips are just differently coloured skin ;)
Blender 3D: Noob to Pro/Every Material Known to Man/Human Skin
From Wikibooks, the open-content textbooks collection
Material
Col: R=0.94 G=0.82 B=0.73
Spe: R=0.94 G=0.82 B=0.73
Mir: R=0.94 G=0.82 B=0.73
Shaders
[Oren-Nayar] Reflection: 0.95 Roughness:0.3
[CookTorr] Specularity: 0.05 Hardness: 10
Translucency 0.00
Ambient: 0.500
Emit: 0.000
Chainz on Jan, 18th - 2008, 19:56 CET
Blender.org says:
"Stress maps can be useful for various things including changing facial textures/materials (such as lips) when they deform and making materials like rubber get more translucent then they are stretched."
snelleeddy on Jan, 19th - 2008, 11:43 CET
I know it's a reference, yet it's a tasty one.
To get things going I uploaded a draft. The specularity gets a big hit when you enable SSS, but if you don't it looks like crap. Anyways the vornoi thing didn't work like I hoped, you might have to draw the cracks in the lips on a texture...
(you were going for lips with rouge on I hope...)
Paratron on Jan, 20th - 2008, 15:35 CET
chainz, you have to choose one of the submitted entrys to create the next version of the workflow ;)
Chainz on Jan, 21th - 2008, 08:17 CET
Yes, with rogue ;) Later on when we are done, we can create version without :D
And yes, very detailed, with cracks of course!
Chainz on Jan, 21th - 2008, 15:38 CET
This picture is perfect for observing cracks:
http://members.optusnet.com.au/phrozenm/lips_2.jpg
Chainz on Jan, 21th - 2008, 15:48 CET
... or this one:
http://www.magyarnyomdasz.hu/letoltes/pic/passion_for_print_lips_1024x768_eng.jpg
Chainz on Jan, 23th - 2008, 14:57 CET
HELLO! Anybody!
Is there anyone out there? Where everybody gone? :'(
shadowflier on Jan, 24th - 2008, 02:07 CET
yah I am, but nothing I can add to your work.
though it still doesnt look like real lips, ( too much color and shine for me), but its a good material for a red skin/lether bag :)
The cracks remind me of crocodile skin, not human skin.
Chainz on Jan, 24th - 2008, 10:52 CET
Thanks! That's the comment I was waiting for! :D
snelleeddy on Jan, 24th - 2008, 19:46 CET
The biggest problem is that the SSS (which is needed)kills the spec (which is already kinda high in value). So we need more wetness. I don't know the node system but if you'd add spec to a material with SSS wouldn't you be able to get more spec out of it?
And then there are the cracks, I looked around a bit more but I don't manage to get them done with procedurals.
Chainz on Jan, 25th - 2008, 08:25 CET
Yes... nodes! I'll look into it! :)
On the other hand, do we really need SSS?
And cracks - I think will gonna have to mix few procedural textures like: wood, Musgrave and clouds with voronoi noise.
snelleeddy on Jan, 25th - 2008, 21:16 CET
Yes I think we need SSS, you made me doubt but looking at some models of dannybear I'm pretty shure SSS is a must.
Wood texture works more or less if you turn the XYZ thing to XXZ and ad a colorramp making it thin.
Chainz on Jan, 26th - 2008, 20:05 CET
Who's "dannybear"?? Do you have a link?
snelleeddy on Jan, 27th - 2008, 00:37 CET
http://blenderartists.org/forum/showthread.php?t=96162
Chainz on Jan, 28th - 2008, 08:43 CET
I see... but his lips have no lipstick used ;)