I would like to achieve photorealism, yet I am quite unsure what I am missing and what I can adjust/change/add etc..
Made in UE5
More info can be provided if asked but generally speaking all that I am trying to achieve here is photorealism in areas such as light, tones and general composition.
yeah my attempts at using it for unreal C++ were an exercise in frustration. But still overall, as a relative beginner with c++, it definitely got me a lot further along than I'd be able to go on my own. Not sure it would be much help to anybody who knows what they are doing already.
the sort of python tools i have it make are on the level of things like parsing plain text into various other formats, doing simple analysis, things like that. Just one off tools, not gameplay code where performance or readability or any big concerns like that are involved. In fact I dont even look at the code, usually if there is any issue it's possible to work through it just by being a little more explicit with "pseudo-code" instructions.
in my case it's like being able to hire a junior programmer for little scripts that may take them a few hours to make. But instead, it takes a few seconds and cost $20 a month. It is great and convenient but definitely wouldn't pay much more than I do now for it.
my uses case is as a mostly solo indie developer, so basically having a shitty but cheap code generator tool is sometimes a nice little convenience and time saver. Not sure how much use it would have in professional environment but I guess people using it that way won't ever be able to say much.
"Allen’s lawyer, recently claimed that Allen had worked hard on his
digital illustration. “In our case, Jason had an extensive dialogue with
the AI tool, Midjourney, to create his work"
Hi! What does the mesh shading look like without textures applied? Did you transfer vertex normals for the haircards in order to get consistent mesh shading between body and cards (https://simonschreibt.de/gat/airborn-trees/ - in Blender the Data Transfer modifier can be used)?
I'd ensure cards conform nicely to the body and consider disabling backface rendering.
Other than that, I would look into making it work with masked opacity, maybe piping the opacity mask through a dither node.