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Bad Looking Skin in UE4

polycounter lvl 10
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Chris Bruin polycounter lvl 10
I am running into an issue with a character I am building, the skin is looking incredibly rough and unnatural. I am basing the material off of the "A Boy and His Kite" demo that was released recently from the GDC presentation.

Here's what it looks like in the editor:


I have a Subsurface Profile being used on the character, with the default settings
Scatter Radius - 1.2

The Opacity is being driven by a texture map defining the thickness of the features.

I have a single spot light on the head, with an cubemap to fill in some of the lighting.

Here are the spotlight 
settings:


Here's what I have for the normal map settings. I have tried this with a tga, png, exr, and tiff (converted to psd) file formats, all of them net the same result.


For those that are curious, here's a close up of the sculpt in Zbrush


If I have a setting set incorrectly, I'd love to know! And, if anyone knows good resources for skin tutorials, I'd be grateful for a link!

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