Thanks, appreciate your comments. Because Im working on a likeness, this set up is to give me fast visual feedback, the texture map is hand painted, the final map will have more detail in it. The SSS is using one hand painted diffuse colour map, the ALsurface is doing the rest. Very important is the skin detail, and getting the Reflection amount, and roughness right with the maps. Iv got a kind of formula that seems to work with using the right values, il post my findings. (see image below, may need to click see full size a few times) The secondary Refection has a IOR at 0 so it shows directly at the front of face, the Primary IOR is 1.7 pushing the reflection with a gloss of 0.5 to outer edge. Both Reflections use same amount map, only the Primary has its exposure at 2.
Dan
Thanks, glad you like it so far. The eyes are two shells. Inner shell which has the flat diffuse colour map. The material is using a blend of diffuse and SSS from the Advanced Vray Material. Outer Shell is reflection, and refraction. Just one key Area light, no Gi, and one Rim light.
Dan