Kept playing with more fog today. Did a lighting pass on the carriage. Added rim lighting for the buildings. Created some very basic books for garbage/clutter, as well as put in some stones. I've gotta work on getting rid of that solid edge on the pillar on the left. I've also gotta try and figure some better edges for some of the pillars and arch.
With the wetness/occlusion meshes i tried to combine them together initially but my results werent great which meant that the occlusion would sit above the wetness, making it look like its floating, so theyre 2 seperate meshes. (there is probably a cleverer way of doing this with just one mesh :P)
In the texture the top line of the bottom lid does have a very high gloss/low roughness value but the mesh allows for the "water of the eyeball thats pressing up against the lid" reflection. the wentness mesh on needs to be raised, intersecting the
eyeball and the bottom eyelid at an angle to catch the light.
As for using in-engine AO to achieve that effect i _think_ because that is a largely a blanket value across the level (im not a tech artist, so im just guessing), in order to have it show up on such a small area it would really need to be cranked up, affecting everything else in the level.
Yeah with hair you gotta just tweak for hours on end, and keep going back to references. That zbrush hair plane brush saved me a lot of time. Flow maps took some time to get my head around them, just experiment.
Hey cheers Felixenfeu, i think it was to do with the camera FOV, ive since adjusted it Created textures for the mace, created a floor, and did some tweaks. Next up is rigging and posing.
Fingus
its all sculpted by hand. Been working on the jacket folds and the pattern stitching (which takes forever!) Next I guess is designing the head necklace and how the hair sits around it.
Great work! As others have said, the silk looks really convincing. Any chance of a quick material breakdown?
Hey thanks! The main silk pattern was made as a filter in SD which would spit out masks into the user channels in SP, this is so that I could control what material group each part of the pattern would use on the fly. (Though eventually, as the amount of layers got larger, switching a toggle would take several minutes and sometimes resulted in a hardware lock up :P )
This filter would also create the normal map and height map which were used in detailing (cavity dirt etc)
Then in each material group would be the usual layers, grunge, speckle, cavity dirt etc. The pillowing layer raises the area slightly which gives the material a "puffiness" as though it is a soft silk. Things like memory creases (which can be sculpted, or in my case, made with a brush in SP) add to this effect.
Since silk has a coloured spec it has around 50%+ metalness in the texture, this gives it that silky look, and is something that has to be balanced carefully so it doesnt just look like a metal sheet.
Roughness on the left and metalness on the right
Once of the key things I found in getting a good silk result was making sure the silk threads themselves had a broken up specular highlight, here is a real world example:
You can achieve this by using curvature maps generated from your normal or height maps.