I recently participated in the Billelis hosted Skull Competition. It was my first time using his Skull assets in a more naturalistic way. To avoid UV unwrapping the assets I decided to figure out a believable procedural skull texture. The bone and teeth are made up from similar textures that use several noises and some layer masks. A convincing bone material is not complete until you play with Subsurface Scattering so be sure to enable that when rendering!
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[1]: Dreams of Blauw are any form of crystallised thought based on honest expression. Sometimes they linger a shade of blue in your after-image.