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Unreal Engine 4 - Male Bust

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BonaB polycounter lvl 6
Hey guys, I've just finished my latest personal work and wanted to show it to you, hope you guys like it :D I included all the model specs as well ! Have a great weekend.

https://www.artstation.com/artwork/lP4NG




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  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    What did you use for the facila expression / FACS reference?
  • BonaB
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    BonaB polycounter lvl 6
    What did you use for the facila expression / FACS reference?
    Hey Brian, I've used some 3D work but mainly scans and photos from 3DSK, and also I had a small mirror with myself to do the expression and understand it better. Still a lot to improve as you can see :P 
  • Kiyamlol
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    Kiyamlol polycounter lvl 12
    Wow this is really cool. Always nice to see characters rendered in unreal. Is this with dynamic or baked lighting if I may ask? :) Did you use the photorealistic shaders from unreal or this is a different setup?
  • BonaB
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    BonaB polycounter lvl 6
    Kiyamlol said:
    Wow this is really cool. Always nice to see characters rendered in unreal. Is this with dynamic or baked lighting if I may ask? :) Did you use the photorealistic shaders from unreal or this is a different setup?
    It is a different setup, and it is all dynamic lights, no baked lightmap ^^ 

    https://gumroad.com/l/xMtECv - based on this
  • FourtyNights
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    FourtyNights polycounter
    I'm curious about your approach to facial expressions. Did you bake normals (and/or ambient occlusion and curvature too) for all of those 4 expressions, to be rendered in UE4? And how did you get his eyebrows and eyelashes to follow those facial expressions?

    I haven't started sculpting any expressions for my characters yet, since it's one big area to study alone, but I'm super interested to do that for my next character project.

    EDIT: And oh my god, the UVs you have for this head, awesome. Generally your UVs are really great. I've NEVER got mine to get adjusted to have that much texel density for the facial area itself, especially for the nose and lips. Mine are always more or less unbalanced, lol. BUT, unwrapping anything else than a head is 100 times more easier for me though.

    This is the best I've got:
    https://i.imgur.com/scqUM7d.jpg

    Even though texel density isn't too bad(ish), for the baked AO for example:
    https://i.imgur.com/fTbFBbA.jpg

    Like UVs for my character's hoodie, easy:
    https://i.imgur.com/dfw5w6u.jpg

    It's just that getting good UVs for the head has always been a compromise for me. :P


  • BonaB
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    BonaB polycounter lvl 6
    I've baked normals for each expression, the diffuse is the same, just gotta take care while sculpting to have the right topology flow for texture deformation. I'd recommend doing the eye closed head first and texture it, from that point on you sculpt expression and bake each expression normalmap, I'm not well informed about actual blendshapes requeriments and limitations inside Unreal. I Just imported each FBX, completely separate from one another.
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