White skin looks blue
![Strobe_Light](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/userpics/644/nVN2CHIG2NMFJ.jpg)
in The Commons
The white face on one of my characters looks blueish. How can I fix this?
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/e8/1de213cd17f87d8f7a9061da19c8d5.png)
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/e8/1de213cd17f87d8f7a9061da19c8d5.png)
harley face blue.png
607 x 657 - 539K
You currently have no notifications.
The white face on one of my characters looks blueish. How can I fix this?
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
Comments
You haven't said how you made the white face, but my guess is that it is SSS causing it to become blueish.
It could also be translucency.
Check your lighting?
Which skin material have you modified?
And have you just modified the texture in base color?
Double check ALL values and be sure they're using the same options(if applicable) such as Scatter & Transmit vs. Scatter Only. A likely culprit is one of your Thin Walled settings, Chromatic vs. Monochromatic.
White will very easily pick up tints from lighting too.
If you set the BaseColor/Translucency Weight texture maps to blank, is the face still blue? Then the problem isn't coming from the texture maps.
Lighting can have that effect, but what we're seeing in the image would not be caused by light alone. What I'm seeing in the image is most likely the result of the Face surface's Thin Walled settings being different. There's also the possibility of a bug causing it, but I've only ever encountered it with a geograft/geoshell on a figure, which required me to delete the figure and start from scratch again in order to fix it.
Judging by the white/bright rings around the iris, it looks like you're using G3F textures on a G8F, so again, I'm willing to bet its your Thin Walled settings.
Well that explains much. The white color is painted onto the texture itself. Anyway, try setting the transmitted color to 254 254 254. For SSS color: keep the "Saturation" between 85-110(lower reduces density & increases SSS), "Value" parameter also affects density & should typically be set to 254, "Hue" can be set to any color that agrees with your desired effect. Transmitted Measurement Distance should be around 0.02 - 0.012 with Scattering Measurement Distance being around 0.005 lower than the TMD. So if your TMD is 0.018 then the SMD should be around 0.013. Needless to say, given the makeup for the face and the need for a higher density/less SSS, I would opt to use a geoshell for the face with cutout opacity maps for the makeup because different Thin Walled settings between the face & other surfaces that meet the face(ears, torso, lips) will produce seams.
OT: this title of post made this pop into my head.
Don't it make my brown eyes blue
I have fixed it with your wonderful help!