I'm working on a real time head for marmoset and I'm a bit spent so i really need some tips to improve model, shader, texture anything. I want to get this done right before continuing with pose and the rest
Yeah, I can't tell if there's a wet zone, cornea, or ambient occlusion being cast on the eyes. Or if the iris is a dark hole.
The shiny spot on the right eye comes from geometry, it should be a bit lower since i changed the shape so many times i forgot to put it back to its place. I changed a bit the eye shell too
that's exactly what i used for reference, downloaded the scene also and the eye shader is pretty similar, maybe i exagerated with the sss, i'll check it again
i fiddled a bit more with the shaders changed the background and made a quick video with background rotating, other lights are static though
https://www.youtube.com/watch?v=gC2HTRQFsTA
Oh nice, thanks for the link, I missed that thread. Anyway it's pretty similar, the only thing missing on mine is the Fake AO on the eyes and I think that's what Brian Choi was trying to tell me
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The shiny spot on the right eye comes from geometry, it should be a bit lower since i changed the shape so many times i forgot to put it back to its place. I changed a bit the eye shell too
is it a general fat or somewhere in particular? For the jawline i wanted it to be a bit big and round
You should probably read this:
https://www.marmoset.co/posts/character-setup-quick-reference/
that's exactly what i used for reference, downloaded the scene also and the eye shader is pretty similar, maybe i exagerated with the sss, i'll check it again
http://polycount.com/discussion/181864/bloodborne-hunter-fanart-wip/p2
Oh nice, thanks for the link, I missed that thread. Anyway it's pretty similar, the only thing missing on mine is the Fake AO on the eyes and I think that's what Brian Choi was trying to tell me