I would really love to know what you guys think both good and bad. I'm hoping this is high enough quality to land a job here in LA (though I might need a few more portfolio pieces, I dunno) let me know if you think this is good enough for that. (And if you are a recruiter then please, please, pretty please, give my work a look. That doesn't come off as desperate does it?)
Clothes turned out solid. Outside of an alternative damage and wear pass, I dig it.
The skin and face rendering needs a little more polish. A couple notes I'm observing: 1) The AO of te upper eyelid on the eye doesn't seem to exist. 2) Is there a bottom eye wetness where the eye and bottom eyelid meet? 3) Skin colorzones don't seem readily apparent. I would exaggerate its application, as it will be easier to pull it back as opposed to pushing it forward. 4) Hair could use more fly away cards to soften the silhouette of it. 5) beauty shot is blowing out the face with a high exposure. I think you can pull it back and ratchet up the dramatic composition of the screenshot.
Thanks, those are good notes and really appreciated.
1) I just now realized that I probably baked without an actual eyeball in the socket because I had the baking set to match by mesh name in substance. Nice catch! 2) There is a bottom and slight top wetness where the eyes and eyelids meet but it was my first time rendering in ue4 so I don't think I really nailed the shading on that part. 3) I actually ended up doing a pretty intense skin colorization but then scaled it way back because she's supposed to be a pale vampire and also I read that the skin zones aren't as apparent on females. I think some of the skin shader washed it out too. Guess I'll need to bump that back up then? 4) Hair is a pain... but yea you are totally right.
It'll probably take me a few days before I can get back to fixing those but I'll definitely make sure to fix what I can.
So I realized that I just didn't completely know how lights worked in ue4 and had some problems with the shadow bias, I think that was why the eye didn't look right. Below are some breakdowns and a new render with some changes to the hair, Skin, eyes, and lights (I'm done now I promise )
I will have more wires and renders probably by tomorrow.
Replies
The skin and face rendering needs a little more polish. A couple notes I'm observing:
1) The AO of te upper eyelid on the eye doesn't seem to exist.
2) Is there a bottom eye wetness where the eye and bottom eyelid meet?
3) Skin colorzones don't seem readily apparent. I would exaggerate its application, as it will be easier to pull it back as opposed to pushing it forward.
4) Hair could use more fly away cards to soften the silhouette of it.
5) beauty shot is blowing out the face with a high exposure. I think you can pull it back and ratchet up the dramatic composition of the screenshot.
Thanks, those are good notes and really appreciated.
1) I just now realized that I probably baked without an actual eyeball in the socket because I had the baking set to match by mesh name in substance. Nice catch!
2) There is a bottom and slight top wetness where the eyes and eyelids meet but it was my first time rendering in ue4 so I don't think I really nailed the shading on that part.
3) I actually ended up doing a pretty intense skin colorization but then scaled it way back because she's supposed to be a pale vampire and also I read that the skin zones aren't as apparent on females. I think some of the skin shader washed it out too. Guess I'll need to bump that back up then?
4) Hair is a pain... but yea you are totally right.
It'll probably take me a few days before I can get back to fixing those but I'll definitely make sure to fix what I can.
I will have more wires and renders probably by tomorrow.
Here is a link to the breakdown shots for this character.
https://www.artstation.com/artwork/GKwNV