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 Post subject: Texturing skin - (SOLVED)
PostPosted: Sun Feb 24, 2013 10:46 pm  (#1) 
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URL or Image link: http://imageshack.us/photo/my-images/407/44687811.jpg/



Hi People!

How do you get this result?
Applying textures so that it perfectly to shape the face?
I tried (and still looking) videos or text tutorials about this technique.

Already thanks! :bigthup

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Last edited by Akros on Mon Feb 25, 2013 9:27 pm, edited 1 time in total.

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 Post subject: Re: Texturing skin
PostPosted: Sun Feb 24, 2013 11:12 pm  (#2) 
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I'm 100% sure this is a real paint on her face, there is no way you can do it in 2D graphic editors. You can do just more or less OK texturing on simple 3D objects/shapes (sphere, plane, cube, cylinder in gimp Filters>Map_Object). More complicated surfaces like face takes object modeling with 3D software (Blender, Maya, Cinema 4D, 3DS Max, DAZ Studio, ZBrush etc.), then UV mapping of 3D object and then rendering it with texture (plus normalmap, height, specularity, and occlusion maps). Quite complicated stuff.


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 Post subject: Re: Texturing skin
PostPosted: Mon Feb 25, 2013 1:18 am  (#3) 
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I would think it'd be quite a challenge to get the realistic lighting of face paint using some sort of general recipe or filter. You could theoretically colour and shape the squares on a separate layer and mold it onto the face with careful use of something like the warp tool ... but it will not look realistic out of the box. The fatty surface of face paint is different from the subsurface-scattered naked skin. It requires some careful consideration.

I would personally solve this by manually painting the colours using brushes on one (or more) separate layer(s). This is a pure painting exercise though and I couldn't give a simple recipe for it ... You need to apply new highlights and use textured brushes in a rather subtle way. Making it look like a photo is a lot of work.

Most flexible is the 3D suggestion above, but building a realistic 3D head/body and lighting it in a realistic way is not a trivial exercise in itself, facepaint or no facepaint. ;)
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 Post subject: Re: Texturing skin
PostPosted: Mon Feb 25, 2013 3:35 am  (#4) 
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Here's a quick one, is it kind of what your looking for?

Image

Make a selection of the face and save it to a channel.
New transparent layer, Fill (whole selection) with a pattern.
Layer mode: Subtract
Opacity: 65.

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 Post subject: Re: Texturing skin
PostPosted: Mon Feb 25, 2013 4:28 am  (#5) 
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K1TesseraEna and Griatch, thank you!
I never imagined it could be so complicated. I will test you can and see how I approach this result.

Odin,
In your example, was not as "flat". Perhaps the geometry of your diversified pattern has contributed to give that 3D look.

In my case, the black and white squares are very uniform, regular, and the end result is not what I seek. It was very flat.

For now I have in mind to follow the suggestion of K1t and test with "Map_Object." Although I do not know how to use this filter, but I will do experiments.
I want to see what I can with "Map_Object" and "displacement"

Thx!
Image test.
Image

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 Post subject: Re: Texturing skin
PostPosted: Mon Feb 25, 2013 4:35 am  (#6) 
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I think that is cool akros.

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 Post subject: Re: Texturing skin
PostPosted: Mon Feb 25, 2013 5:19 am  (#7) 
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I believe the flatness you get comes from two points:
- A face is not square it's composed of curves, you have to see a face as basically a sphere, so your chessboard has to follow the facial curves, you nedd to be guided by the curves as in a sketch, examples: http://fc03.deviantart.net/fs40/f/2009/ ... Ditroi.jpg
- A painted chessboard, in reality, can't be treated as an overlay, it's blended into the skin, it becomes the skin, just look at your picture and see how value and grain of the chessboard appears to blend into the skin, for instance black is not black, it's a range of blacks, also note thos tiny natural cracks/dots/holes of the skin, they are preserved.


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 Post subject: Re: Texturing skin
PostPosted: Mon Feb 25, 2013 6:18 am  (#8) 
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I use this way.
Notice: sometimes, I change the multiply mode to hard light if order the texture.


Attachments:
texturing.pdf [635.2 KiB]
Downloaded 328 times
texturing.png
texturing.png [ 2.17 MiB | Viewed 7928 times ]

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 Post subject: Re: Texturing skin
PostPosted: Mon Feb 25, 2013 8:52 am  (#9) 
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If you are willing/able to use G'MIC I have a filter called "warp map" that may help, I can't demonstrate just now (on lunch break!) but it can map images over other surfaces with certain settings - smoothness around 2 and high depth, blend mode multiply or none for a new layer. If there's any interest I might do a short explanation of it. See also: http://www.flickr.com/groups/gmic/discuss/72157632548321472/


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 Post subject: Re: Texturing skin
PostPosted: Mon Feb 25, 2013 11:18 am  (#10) 
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Thx Molly, Actually, even that was not bad ... but not what I was seeking.

Thx anarkhya1 Do not know how I could still get this result. But googled and found a few hours ago that the PS has 2 filters that allow you to get that look!
Displace filter and a displacement map - http://designshack.net/articles/softwar ... ment-maps/

jamac4k, The look was good! I'll read your PDF, it may be what I'm looking for! Thx!

garagecoder, I do not know exactly how your filter works. It may be the solution! Would that work as filters Displace filter and a displacement map. Thx!

Before I was trying with a technical, but very distorted texture, and chessbord was disfigured.
Primitive technique - test
Image

Then I found the tutorial link I showed above, and changed the way we were trying to do. Improved greatly, but I think it is still not satisfactory technique. I'll keep seeing what I can!

Technical development - test
Examples 6 - 3 with chessbord texture, and 3 with the texture of a rock.
Image

Rock texture used.
Image

Thx All ! :bigthup

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 Post subject: Re: Texturing skin
PostPosted: Mon Feb 25, 2013 11:50 am  (#11) 
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Yes it's similar to a displacement map (in fact it's most similar to Map > Warp in gimp). I would try increasing both smoothness and depth to map more to the overall features rather than bumps in the skin.


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 Post subject: Re: Texturing skin
PostPosted: Mon Feb 25, 2013 11:54 am  (#12) 
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used displace

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 Post subject: Re: Texturing skin
PostPosted: Mon Feb 25, 2013 11:57 am  (#13) 
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With a chessboard i result this:

Image → Duplicate and Desaturate image (DL) → Chess (Render→ Pattern → Chess (100x100)) → DL2 (hair mask layer)

Create the chessb layer(*) and apply it map → displacement → default values DL1 as map
Set Chess layer in softlight mode and duplicate it, and decrease its opaccity about 50 %. Merge down both chess layers and set in softlight mode. (*) I change #000000 (black) into #333232 in the chessboard.
Merge down with DL1. → R1

Add layer mask, oppacity (black) to R1. Copy and paste DL2 on layer mask.

Apply layer mask in R1 layer. Apply a bit of curves (darken). Bump map: 3 depht with Image as map.

Add on top a new layer fill of #828282, set this one in overlay mode. Use white & black colors, low oppacity, to dogde and burn as lights and shadows.


Attachments:
texturing2.png
texturing2.png [ 1.67 MiB | Viewed 2621 times ]

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 Post subject: Re: Texturing skin
PostPosted: Mon Feb 25, 2013 12:12 pm  (#14) 
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Quote:
Thx anarkhya1 Do not know how I could still get this result. But googled and found a few hours ago that the PS has 2 filters that allow you to get that look!
Displace filter and a displacement map - http://designshack.net/articles/softwar ... ment-maps/


That article explains indeed what is required to make to transform an overlay pattern into something believable. I think jamac4k is almost at the point where it is believable, if we forget about shadows induced by overlapping hairs, it still misses the face perspective, the patterns should recede where the cheeks recede for instance. But hey, that's good so far, this thing is not easy to work with.

As painters say:
Thinking "volume" instead of "pattern" is the key to develop drawing skills.


Last edited by anarkhya on Mon Feb 25, 2013 12:16 pm, edited 1 time in total.

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 Post subject: Re: Texturing skin
PostPosted: Mon Feb 25, 2013 12:15 pm  (#15) 
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@Akros You wanted a texture mapped on the surface of the face, not a face textured on a brick wall, right? Displacement map is good for less than complicated structures, brick walls, slightly uneven surfaces, etc. Not a good idea to try to make a displacement map from face.


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 Post subject: Re: Texturing skin
PostPosted: Mon Feb 25, 2013 12:29 pm  (#16) 
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It's all been tried before, here on GC read this thread viewtopic.php?f=4&t=911&p=9610&hilit=displacement+map#p9610


jamac4k's checkerboard on the face is looking good but it is merely a dodge (no offense here intended). It may work with the perfect front ortho position of the face but try to do the same with the face at 3/4 or 2/3 perspective and you'd run into a brick wall of problems. Doing it by hand or doing it with 3D software are the only options here.


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 Post subject: Re: Texturing skin
PostPosted: Mon Feb 25, 2013 4:13 pm  (#17) 
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Attempt with Warp Map:

Chessboard with G'mic ([G'MIC] Chessboard : -gimp_chessboard 100,100,0,0,0,1,0,0,0,255,255,255,255,255,0 #1)

Warp Map: Deep (2.50), Detail (1.76), Smoothness (1.40), Blend mode (Multiply)

Same procedures that in the previous attempt


#K1TesseraEna:
You can try with several texture layers in differents perspectives playing with them.


Attachments:
texturing3.png
texturing3.png [ 2.14 MiB | Viewed 2585 times ]

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 Post subject: Re: Texturing skin
PostPosted: Mon Feb 25, 2013 4:24 pm  (#18) 
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pfff just about spat my coffee out jamac4k :hehe that's far better than I could manage! I'll stick to the coding I think ;)


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 Post subject: Re: Texturing skin
PostPosted: Mon Feb 25, 2013 9:26 pm  (#19) 
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I thank everyone for their interest in this topic add up and help me with this question!
Jamac4k still can not follow your steps above. But I will try to achieve. ¡Muchas gracias!

A thank you all for the help and hope to learn more and give back the same way whenever you can.

:tyspin :bigthup

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 Post subject: Re: Texturing skin
PostPosted: Tue Feb 26, 2013 2:53 am  (#20) 
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jamac4k wrote:
Attempt with Warp Map:...
They are both excellent, jamac4k :bigthup

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