Hi Polycount! I thought to share my recent likeness study here too. I Practiced recreating Cassian Andor (portrayed by Diego Luna) with a real-time render in Unreal Engine 5. Artstation link: https://www.artstation.com/artwork/8BG5E6
Thanks for looking. Even though I am finished with this project I am still happy to hear critique.
Nice work! Can you share a bit about how you approached the skin material? Curious what layers you used, and if SSS is involved. I'm doing a bit of research into SSS techniques, curious about your skin workflow.
@Eric Chadwick Thanks! I ended up using metahuman skin material, which I then edited for my needs. I know it's not the best idea, because Metahuman stuff has so much “bloat”, but for this personal project that I aimed to keep short it was good enough. I edited the material by disabling a lot of stuff and inserted my own texture maps and values. The textures for skin I just made in Substance painter. For the ZBrush sculpts skin I used 3D Scan Store's head maps as a base and then sculpted more pores and wrinkles on top myself. I have done some skin tests before and usually the best results I get if I have sss material that uses Unreal’s Subsurface profile. Here is a really good tutorial by J Hill. He shows how to create good skin material in UE5 with Subsurface profile (metahuman skin material uses subsurface profile too). https://youtu.be/yqGlyhPXy5A?si=EwTkFBupPC4TIZCK&t=1009 He shows skin material creation at: 16:50 and later on how to add a cavity map as well at: 52:00.
I am making cleaner skin material for myself, to use in future projects mostly using his tutorial. Other than that I look into metahuman skin material as a reference on what kind of node systems they have used.
Replies
@Eric Chadwick Thanks!
I ended up using metahuman skin material, which I then edited for my needs. I know it's not the best idea, because Metahuman stuff has so much “bloat”, but for this personal project that I aimed to keep short it was good enough. I edited the material by disabling a lot of stuff and inserted my own texture maps and values. The textures for skin I just made in Substance painter. For the ZBrush sculpts skin I used 3D Scan Store's head maps as a base and then sculpted more pores and wrinkles on top myself. I have done some skin tests before and usually the best results I get if I have sss material that uses Unreal’s Subsurface profile. Here is a really good tutorial by J Hill. He shows how to create good skin material in UE5 with Subsurface profile (metahuman skin material uses subsurface profile too).
https://youtu.be/yqGlyhPXy5A?si=EwTkFBupPC4TIZCK&t=1009
He shows skin material creation at: 16:50 and later on how to add a cavity map as well at: 52:00.
I am making cleaner skin material for myself, to use in future projects mostly using his tutorial. Other than that I look into metahuman skin material as a reference on what kind of node systems they have used.