Universal Human Head Textures
Note: please check the License Agreement before purchasing.
Hand-sculpted and painted face, scalp and neck skin textures and wrinkle maps, tailored for use with the separately available Skin Shader and rigs/base Meshes in Blender, with the aim of providing a relatively neutral, flexible basis for customisation. As the project evolves they may be either adjusted to better serve this purpose, or designated a specific skin type if more skins are developed. Includes layers (see below) for tweaking wrinkles, blemishes and other details in image editing software, and skin tones can be dialled in when paired with the Skin Shader.
Micro bumps visible in the macro shots below are part of the Skin Shader, which is sold separately (hair not available).
Displacements and dynamic wrinkles, as applied to the Face Rig:
FEATURES
- 1 x face and 1 x scalp/neck height maps (8K, 16 bit .png), incorporating pore-level detail as well as subtle enhancements to Base Mesh facial definition
- 4 x face and 4 x scalp/neck height map layers, for independent editing of baked displacement, pores, static wrinkles and blemishes
- 2 x face and 1 x neck wrinkle height maps (8K, 16 bit .png), including stretched pore details and sculpted enhancements to Base Mesh definition (such as cheek volume) when forming expressions
- 2 x separate layers for each face wrinkle map, 1 x separate scalp/neck wrinkle map layer, for mixing and editing of general form displacement and pore-level detail
- 1 x face and 1 x scalp/neck albedo maps (4K, 8 bit .png), with alpha channel for dual control over skin tone when layered over base colour
- 3 x face and 5 x scalp/neck albedo layers (4K, 8 bit .png) + Base tone, for independent editing of shading, mottling, bumps, static wrinkles & veins
- 1 x face and 1 x scalp/neck roughness maps (4K, 8 bit .png)
- 1 x face subsurface map (1K, 8 bit .png)
Included texture maps and layers:
Neck textures, as applied to the Face Rig with Musculoskeletal Head:
Scalp textures:
Multiple skin tones, all using the same albedo map:
LIMITATIONS
Since Displacement nodes in blender do not currently interact with particles or modifiers, any hair that is added to the mesh will not respond to dynamic wrinkles.
LICENSE AGREEMENT
By purchasing or using this product, you agree to be bound by the conditions in the License Agreement.