Reply To: Personal Question for character model

Forum Archive Personal Question for character model Reply To: Personal Question for character model

#95469
Dwayne Savage
Participant

    On the second paragraph: Wrinkles and crease can be modeled or baked into the texture. If you want the wrinkles to smooth out in some cases you then want to setup shape keys for modeled wrinkles(AKA morph targets if you work with other 3D software). For Baked wrinkles you will need an animated texture(2D Morph). As for Fresnel, You don’t need to add this if you are using any principle shaders, like the Principle BSDF. If you want to setup your own custom shader for main and Fresnel Colors then use a mix shader node. For the the fac you plug the Fresnel from either a Fresnel node or a layer weight node. From what I’ve seen most shader artist use the layer weight node. 

    Now your first paragraph: My understanding is that anisotropic reflection is for metal. With that said, you can plug an anisotropy texture into the principle BSDF anisotropic input under the Specular sub-panel. If you are using cycles then you would use Principle Hair BSDF node. I’m not sure on this one, but maybe the Roughness. If you’re using newer blender with Huang it may be Reflection. Someone more knowledgeable than me will have to answer that or you can just play around and test it.