

I have Primary and Secondary Specular values the Primary has a lower Gloss value with a slight blue tint, while the Secondary has a higher Gloss value. No Fuzz or Specular maps are used since I have actual peach fuzz (more on this later) and use the default physically based Specular value of 0.29. I apply a Translucency map for the ears and nose by inverting the mesh normals and baking an Ambient Occlusion map. The Diffusion module is set to Subsurface Scatter and I tint my color to a reddish tone. I use a basic Roughness map with a Cavity map multiplied on top. My material setup for Skin is very simple. Using a combination of Cavity maps from Displacement data and hand sculpted details, my goal is to transfer sculpted data onto the Diffuse so the details match in both the highpoly and Diffuse. When unchecked, the texture coordinates are transformed so they fit between 0 and 1.After I’m done projecting the maps, I clean up the major pores and wrinkle details on the Diffuse map. When checked, the object's texture coordinates are imported without modification.

When unchecked, the coordinates are imported without modification.Īssume UV Coordinates Are Between 0 and 1: In most cases, you shouldn't need to change this option. Map OBJ Y to Carrara Z axis: when checked, transforms the coordinates of the imported object so that its bottom is horizontal in Carrara. When unchecked, the imported object is scaled to fit in the default working box. When unchecked, the values from the file are used.ĭisable Auto-scaling: when checked, you can set the unit conversion factor between the imported file and Carrara. Here is a description of each OBJ import option and how to use them:ĪutoPosition: when checked, the imported object is centered on zero in X and Y, and its bottom is set to Z= 0. To import obj data, refer to To Import objects :, and choose an obj file.
