need some quick help with lipstick shader,please

hey guys, I have been trying to make this lipstick shader and right now its not looking to good, its suppose to red with little gold flakes in it. I have been using a blend so far, but i am open to anything. I have attached a low res render and my blend settings. And yeah that how bright the client wants the render.

I really appreciate any help

-B

I think overall your lighting in the scene could use some work. I would imagine that the lipstick is an sss kind of material.
Referencing also helps…here is a quick google:

Thank you Morbid Angel for replying. I agree I think the lighting sucks.They sent me this picture that they want me to mimic, Im only to do the environment and lighitng and the lipstick, they have someone else doing the other makeup, I have those primitives in there because im suppose to render out the shadows for them. Odd I know, but im only doing what im told.

Here is the attached image. I have tried SS but I cant get that flake thats in the image to show up in the blend with the SSS.

Thanks again for your help.

-B

You’re mainly going to see the flak effect in the way it breaks up the specular highlight / reflection. Make a speckle map for the flakes and pop it into the reflection channel. Then in each of the colour slots of the speckle map, use a falloff map either with two different ior values, or use perpendicular parallel with two different output curves - drop your glossiness down to something that looks correct and when the light hits the models surface you’ll see the flakes breaking what would normally be a smooth specular highlight.

Thank you so much Jo for your help. Will try that today

-B

I think you will also need to use a flake layer to get that metallic quality. If joconnel’s trick isn’t enough:

You can make a really mirror-like material and put it on top of your lipstick base in a Vrayblend mat. Use a Falloff map to blend it, set to Fresnel (or try Light/Shadow - can be good too). Add a Cellular map to the front colour of the Falloff map, and leave the side colour black. Use white cells and black borders/background in the cellular map and play with the scale of the cells to create a speckled white-on-black pattern of sparkles. That will give you a nice bright sparkly highlight reflection that should work nicely.

I would try two or more layers of the mirror sparkles with different size cells to create some natural variations in the speckle size.

b

Thank you Brett for helping

If this is just a still you could also just add that sparkle in post :wink:

b