sub-surface scatterring skin tests - Brazil r/s
These were done as part of a series of posters to promote the game demo 2DTV but due to other responsibilities, I wasn't able to finish them for E3 2004. Research was done into the effects of light on human skin, what qualities make digital characters able to fool the brain into thinking htey could be real, and how this could be applied to a game model using 3ds max and the Brazil rendering system with its sub-surface scatterring shader. I am hoping to do some more work on this and produce some short animation tests in the near future.
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eye developments, tearducts added. assymetrical edits to face

accentuated bump map
full subdermal map, low quality render

early test of the sub-dermal map

Overlit version of the above render to accentuate subsurface scatterring effects
