Realistic Skin Shaders, Skin Tone Library & Fitted Accessories for Existing Blender Head Models

Realistic Skin Shaders, Skin Tone Library & Fitted Accessories for Existing Blender Head Models

Realistic Skin Shaders, Skin Tone Library & Fitted Accessories for Existing Blender Head Models

Job Overview

Location
Worldwide
Job Type
Freelancer.com
Salary
$1,025 - $3,075 Project
Date Posted
13 hours ago

Additional Details

Job ID
48086
Job Views
5

Job Description

Overview:
I have a set of human head models built in Blender, covering a range of face shapes. The geometry is finished, but the heads currently have plain grey materials and no accessories. I’m looking for an experienced Blender look-dev or character artist to make them ready for tight close-up renders. That means two things: realistic skin across a full range of skin tones, and a library of accessories that fit my existing heads properly.

1. Skin material and tone library:
Realistic skin covering the full spectrum from very fair to very deep, with at least [10] distinct tones (the Monk Skin Tone Scale is a useful reference) and a mix of warm, cool, neutral and olive undertones.
Detail that holds up at a 100 mm close-up: pores, fine lines, freckles, moles, subtle redness and natural tone variation across the face (cheeks, nose, under-eyes, lips, forehead).
Age-appropriate variants for children, teens, adults and seniors, such as smoother skin for kids and wrinkles, sunspots and texture changes for older faces.
Optional variations such as freckle density, blemishes, stubble shadow and light makeup.
A master skin shader with exposed controls for tone, redness, roughness, subsurface strength and freckle amount, so I can adjust skin tone without re-texturing. Baked texture sets for each tone preset should be included as well.
Materials for lips, eyebrows and eyelashes.

2. Eyes and mouth
An eye material with a variety of iris colours (dark brown, brown, hazel, green, blue, grey). It should include a wet sclera, a refractive cornea and a tear line.
Teeth, gums and tongue materials, where mouths are modeled.

3. Accessory library, fitted to my heads
Facial hair: stubble, short and full beards, goatees, several moustache styles and sideburns, in multiple colours including grey and white.
Head hair and eyebrows: a selection of styles (short, long, straight, wavy, curly, coily, tied back, shaved) and eyebrow shapes and densities.
Headwear: caps, beanies, wide-brim hats, headscarves, turbans and hoods.
Prescription glasses: thin metal, thick acetate, rimless and half-rim frames, with realistic refractive lenses.
Sunglasses: aviator, square, wrap-around and oversized frames, with tinted, gradient and mirrored lenses.
Piercings and jewellery: nose rings, nose studs, septum rings, earrings, and eyebrow and lip piercings.
Other: face masks (surgical and cloth), headphones and earbuds, bindis and scarves. Optional skin decals for scars, birthmarks and small tattoos.

Accessory requirements:
Each accessory is a separate object that can be appended, at real-world scale, with clean topology and PBR materials.
Each one is fitted to every head in my set, with no clipping and no floating.
Accessories follow the head when it moves. If a head is rigged, they should be parented or bound to its armature.
Accessories can be combined (for example glasses, a cap and a beard together) without intersecting each other.
Technical requirements
Built and tested in Blender [version].
Textures at 2K minimum, as a full PBR set: base colour, roughness, normal, displacement or height, plus specular, subsurface and AO where needed. Normal and displacement maps should be 16-bit.
Subsurface set up with the Principled BSDF using Random Walk (Skin), with the radius tuned per tone. Darker tones must not look grey or waxy, and lighter tones must not look plastic.
Textures must be authored on my existing UVs. If any UV changes are needed, please discuss them with me before starting. All UVs must remain clean and non-overlapping.
Hair and facial hair built with Blender’s native hair curves or hair cards, using the Principled Hair BSDF.
Clearly named materials, node groups and collections.
Accessories set up for the Asset Browser, with preview thumbnails and catalogs.
Textures saved with relative paths or packed. No paid add-ons should be required to open or render the files.
All work original, or properly licensed for commercial use, with full rights transferred to me. No assets taken from libraries whose licenses restrict redistribution.
Deliverables
My head models, fully shaded, in updated .blend files
A skin material library (.blend) with shader presets and organized texture folders
An accessory library (.blend), ready for the Asset Browser
A short README explaining how to swap skin tones, apply accessories and fit accessories to a new head
Acceptance criteria

I will test every asset in Cycles with a 100 mm close-up under neutral studio lighting. An asset is approved if:

The skin holds pore-level detail, with no visible seams or stretching, and looks natural across all tones.
Switching tones works on every head without breaking any shader nodes.
Accessories show no clipping or gaps on any head, including through a few head turns and expressions and when several accessories are combined.
Files open and render cleanly on a fresh Blender install.
To apply, please include
2–3 close-up skin renders from your portfolio, ideally including darker skin tones, plus any eyewear or facial-hair work.
A brief description of your approach: scan-based, hand-painted, procedural, or a mix.
An estimated timeline and price, broken into milestones.
Whether you’re open to a paid test task: one head, three skin tones and two or three accessories.

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來源:Freelancer.com | 出價次數:6 | 剩餘時間:7 日 | 專案類型:固定預算

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