Hey all. I originally wanted to start this after I had finished my current portfolio piece, but I think it might be better to start a concurrent project so I can keep productivity going.
I started watching some asian dramas lately so I wanted to create a character from the wuxia genre. I am trying to aim for style similar to the game
Nioh or Dynasty warriors.
Hoping that I can learn and improve along the way. C&C Welcomed.
Replies
Self critiqued the head:
- Fuller cheeks (more youthful).
- Softer looking eyebrows.
- Red eyeshadow.
- Smaller chin.
- Softer transition off the top of the eyelid creases.
I am probably going to start working/experimenting on the hair this week....and after Implementing the changes:
I will add the edge loops on the ears nearer to the end of the sculpting phase or when I have to do the final UVs because sadly it destroys the layers in zbrush.
There also appears to be a bug in 4.17 with dithered opacity which kinda sucks.
https://answers.unrealengine.com/questions/678352/bug-hair-alpha-dithering-glitches-in-417.html
I ended up using the same translucent material for the eyelashes and eyebrows since the opacity remains soft and sharp.
She doesn't really look asian, or she does look a bit Asian, but mixed with Caucasian features. Her features do match the illustrated reference, but lack certain features present in the real life reference. In case you already know that and have been aiming for the mixed look, ignore me :P
I finalised the master skin and hair materials. I just have to redo all the hair planes now.
I think making the bridge of the nose a bit less defined and maybe some small adjustments on the shape of the eyes could make her look a bit more asian.
Would you mind talking a bit about your skin material? I am currently setting up a character in Unreal as well and I am having a bot of a hard time setting up good looking skin
Thank you both for taking the time to critique my work. Hopefully I have not wasted it.
@Shyralon My skin material is actually the same one from the content examples linked below. I have a lot of unconnected nodes in my screenshot since its the same one I have been using since I started learning UE4 and was playing around:
https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/LightingModels/SubSurfaceProfile/
[spoiler][/spoiler]
The only extra thing I added was some hacky backlit transmittance to the shading model.
I think that using hdri on the skylight really helps. I am using the ones from:
http://polycount.com/discussion/164800/10-free-hdris-16000x8000-up-to-24-evs
I am also using Magdalena's substance painter skin tutorial
https://www.youtube.com/watch?v=9ywhVkZBtq8
@CybranM Thank you.
A lot of updates to the face, but mainly: