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Skin Detail Resource 3

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Product Name: Skin Detail Resource 3
Product ID: 83690
Published Artist(s): Handspan Studios
Created By: N/A
Release Date: 2021-11-24

Product Information

  • Required Products: None

Discover new skin realism possibilities with Genesis 8.1 Skin Detail maps. There are 16 tiling micro skin textures with material poses to apply to genesis 8.1 Female. They are seamlessly tiling; each one has a pattern, normal and roughness version. Made to help you work with the Genesis 8.1 “Detail Normal Map” and “Detail Specular Roughness Mult” channels. The effect is an all over soft, beautiful skin halo that reacts to your lighting.

New in this collection you also get 47 alphas for various special skin details like knees, nipples, knuckle, leg, buttock and chest skin plus many more.

Alphas can be used in other programs like Zbrush for sculpting and with texture fill brushes in PaintShop Pro or PhotoShop for bump map creation. Two versions of each alpha are included, one with a black background and one with a 50% grey. One version or the other will work with most programs. Processed in such a way that they can be sized up or down quite a bit without loss or distortion.

Merchant Resource for character creation, if you combine them onto a single UV bump or skin detail map use as many as you like, if redistributing a tiling map and mat pose for Genesis 8.1 Female, please limit to one per character.

Compatible with Zbrush, Substance Painter, Quixel and any program capable of using Alphas with a black or 50% grey background. The version with a grey background and the tiling skins can be used with texture function and apply with a brush in Paint Shop Pro, Photo Shop and any program that has a texture fill brush capability.

Shown as bump and displacement in Daz Studio on fairly low res props subdivided. Results in Zbrush or similar on higher resolution mesh may be better.

Product Notes

Installation Packages

Below is a list of the installation package types provided by this product. The name of each package contains a Package Qualifier, which is used as a key to indicate something about the contents of that package.

  • 1 Core 1)

[ ] = Optional, depending on target application(s)

Not all installation packages provide files that are displayed to the user within the interface of an application. The packages listed below, do. The application(s), and the location(s) within each application, are shown below.

Skin Detail Resource 3 (Core)

  • You can find new icons for loading this product in the following DAZ Studio Folders:
    • “People:Genesis 8 Female:Materials:HS Skin Detail Resource 3”
  • You can find new icons for this product in the following DAZ Studio Categories:
    • “Materials:Iray:Feminine:Skin Detail Resource 3:Settings”

Additional Details

  • Merchant Resource:
    • If you combine them onto a single uv bump or skin detail map use as many as you like, if redistributing a tiling map and mat pose for Genesis 8.1 Female, please limit to one per character. Please only use these on characters or textures for sale (not free).
  • Face/Body Areas of the 47 Alphas:
    • Alpha 01-10 General Skin
    • Alpha 11 Pores Skin
    • Alpha 12 General Skin
    • Alpha 13 Pores Skin
    • Alpha 14 Forehead, Two Way Light Folds
    • Alpha 15 Two Way Light Folds
    • Alpha 16-17 Stretched Pores Face
    • Alpha 18 Foot/Ankle Top Fold
    • Alpha 19 Back
    • Alpha 20 Buttock
    • Alpha 21 Chest
    • Alpha 22 Fingerprint
    • Alpha 23-24 Skin Fold Creases
    • Alpha 25 Skin Hand Back
    • Alpha 26-27 Skin Kneecap
    • Alpha 28-29 Skin Wrist
    • Alpha 30 Skin Leg
    • Alpha 31-39 Areola Nipple
    • Alpha 40, 42 Finger Joint Knuckle
    • Alpha 41 Hand Knuckle
    • Alpha 43-45 Hand Knuckle
    • Alpha 46 Skin Pores
  • To use as Zbrush Alpha:
  • Select standard brush, load a mesh, select Dynamesh base mesh generation tool, or otherwise increase the sub d resolution.
  • The higher the better it will look (open the Geometry tool palette and click on the Dynamesh option)
  • Next choose the rectangular selection type,
  • Find and select the alpha wherever you keep those, use the version with black edges
  • Click drag out the shape onto the mesh surface to the desired size
  • If you need to, adjust the intensity and re apply until it looks good.
  • You can also adjust the contrast of the alpha itself to change the look it gives you.
  • There are good video tutorials on youtube, type “using alphas in Zbrush”.
  • In Paint programs, as brushes:
  • To use as texture fill brush in PSP, PhotShop etc.
    • To use as brushes on a bump texture map, choose the version with grey borders, your bump map should have 50% grey as the neutral color (meaning flat, no bump applied. Lighter is higher, black is lower) put the alpha texture in patterns folder or wherever you keep your brush texture fill patterns.
  • You may need to re-save in another format, if all your texture fill files are .bmp for instance just re-save it in that format or if it needs to have the colors reduced .tif is the highest quality starting format, when re-saving or changing formats keep compression least to avoid artifacts (especially avoid .tif .lzw compression altogether).
  • Select your brush shape and size, select texture fill or your program's equivalent (pattern fill etc. In PSP it's styles which are selected in the color palette box area in the upper left, the choices are solid color, gradient or pattern fill) select pattern fill with the alpha you want open as well along with your brush type and the brush should apply the pattern from the center outwards with whatever soft or other kind of edges your brush has. You can usually select a percentage here as well to scale the pattern, in PSP you can rotate the pattern. If you drag the brush you may get funky results and depending on how you have brush “step” set it can look jittery. It's mainly meant to be applied in a single click but experiment and have fun!
  • I tend to apply brushes like this onto their own layer so I can make adjustments to the brightness to get the best blend with the rest of my map, apply more blur, erase bits etc. Some blurs will give you a glowing white edge but Gaussian blur has worked well in all programs I have tried.

Resolved Issues

  • None

Known Issues

  • None


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The contents of this package are in DAZ Studio Native formats