CREATING TEXTURES

How to make Universal Human compatible texture maps

Face

Image Textures

The following are guidelines for creating textures that work with the Skin Shader.

Albedo

For compatibility with the Skin Shader's Albedo and Base sliders, create a transparent Albedo image with transparency that allows the Base colour to show through.  In an image editing app you can do this by creating a layer on top of a flat colour, onto which the shading and details are painted.  When finished, hide or delete the base layer and save the Albedo as a .png with alpha channel.

Subsurface

This image controls the depth of the subsurface scattering (i.e. skin translucency), and should be greyscale, with the shallowest areas being white, and the deepest black.  The Skin node will remap the values to appropriate skin values.  The Image Texture node's Color Space should be set to Non-Color.

Roughness

This image should be greyscale, with the most reflective areas being white, and the most matte being black.  The Image Texture node's Color Space should be set to Non-Color.

Displacement and Wrinkles

These images should be greyscale, with raised areas being lighter than 50% grey, and recessed areas being darker.  The amount of displacement can be adjusted via the Skin node's Displacement property. The Image Texture nodes' Color Space should be set to Non-Color.


Sculpting and Baking Wrinkle Maps

These steps outline the process for sculpting and baking wrinkles compatible with the Wrinkle node that's included with the Face Rig and Body & Face Rig.  Most of this process also applies when making a height map to replace the "Sculpt" layer of the Displacement Image, or transferring a scan or another sculpted mesh to the Base Mesh in the form of a displacement map.

Sculpting

Baking

The following steps apply to Blender 2.79, since it currently does a better job of baking than subsequent Blender versions.

Repeat all of the above for the Wrinkles B pose.

Correcting the Midlevel

The midlevel for displacements baked from Blender 2.79 is lighter than 50% grey, which is not ideal for editing after the fact (nor for using with the Wrinkles or Skin Shader).  To set a 50% grey midlevel you'll need to adjust the image levels, otherwise the mesh will be displaced incorrectly once connected to the Wrinkles/Skin node.  Here's how to set the midlevel in Krita; the process will differ in other image editing apps, but this should help as a general guide.

Eye

Image Textures

The following are guidelines for creating textures that work with the Eye Shader.

Iris

For textures that take full advantage of the Iris group node, you'll need to create the following:

If you're just using an iris photo, connect it to the Fibres Image and Displacement Image sockets and set Fibres Mix to 1.0 and Limbal Ring, Melanin and Grain to 0.  The amount of displacement can be adjusted with the Displacement slider.

Eyeball

For textures that take full advantage of the Eyeball group node, you'll need to create the following:

Teeth & Tongue

Image Textures

The following are guidelines for creating textures that work with the Teeth & Tongue Shader.

Albedo

The Teeth Shader makes use of the tonal values of the Albedo map to separate the gums from the teeth, so they can be independently coloured via the shader node settings.  This should work automatically provided the teeth are lighter than the gums, however you may need to fine tune the RGB Curves node inside the group node.

The tongue Albedo map doesn't require any special considerations to work with the Tongue node.

Displacement

This image should be greyscale, with raised areas being lighter than 50% grey, and recessed areas being darker.  The amount of displacement can be adjusted via the Teeth & Tongue node's Displacement property. The Image Texture nodes' Color Space should be set to Non-Color.

See the section below for guidelines on sculpting and baking displacement maps.

Sculpting and Baking Displacement Maps

These steps outline the process for creating a displacement map .

Sculpting

Baking

The following steps apply to Blender 2.79, since it currently does a better job of baking than subsequent Blender versions.

Correcting the Midlevel

The midlevel for displacements baked from Blender 2.79 is lighter than 50% grey, which is not ideal for editing after the fact (nor for using with the Universal Human shaders).  To set a 50% grey midlevel you'll need to adjust the image levels, otherwise the mesh will be displaced incorrectly once connected to the shader node.  Here's how to set the midlevel in Krita; the process will differ in other image editing apps, but this should help as a general guide.