The Mandrill

The most challenging part of the mandrill was achieving a believable skin appearance, where finding the right SSS values played a crucial role. To better evaluate the subsurface scattering, a grey shader was used as a neutral base to make the effect easier to read and adjust. The same approach was applied to the roughness, starting with a simple grey constant and adding only subtle variations in areas such as the eyes and nose. Around 90% of the roughness was driven by micro-displacement, creating a more physically accurate and natural result.

Texturing | Shading – Gina Blättler
Modeling | Grooming – Sandro Hofbauer