Flipped Normals uses simplified techniques to show how to work with skin shaders in Arnold for Maya.
This new workflow tutorial from the Flipped Normals team shows a tried and tested workflow for creating realistic skin shaders in Arnold under Maya.
The tutorial shows how few maps you need to make something believable for a character and offers some tips for making those maps best for the tasks at hand.
Arnold has a few options for the subsurface scattering, which is essential to create great skin renders, like the newer random walk functions.
The tutorial covers SSS settings, setting up your roughness, albedo and coat, and more.