Final eyes solution, incorporating many of your very helpful observations: @ Illusions: Blender has some settings similar to that, I've adjusted them to minimize the obscuring effect. Thanks for the input. Good suggestion on the tears layer, I've added that in as well, and pulled the mesh around to form the tear ducts and…
Hello again, Ok so im trying to mod this game that is on a FB engine with some of my own meshes, and also using the quixel suite for textures. Ok so while "file diving" into the assets i came across 2 maps 1st is the _t map witch i assume is a tint map that determines what kind of materials are used on the mesh kinda like…
looks more and more awesome everytime i look back! Love the detail in the eyes and hands. Is this going to be to ingame spec? cinematic spec? or just no limits? :)
specular man! but seriously, some of the spec needs to be toned down, it's far too busy on the eye. I'd go for removing the spec map on the skin, completely.
I would work on that spec a bit more. a bit shinier. You'll have to get it in the editor and tweak around with their environment spec settings. It will translate a bit differently in UDK.
updated, fixed translucence map,worked on spec, diffuse, gloss, normal, and makeprettybutton maps, though i'm not sure the contrast in spec comes through or is really any better
White spec = reflection, black spec = no reflection. Does metal reflect? Quite. Does rubber reflect? Not really. And yeah, you seriously need to stick closer to reference.
With a small and dedicated team, we are currently working on a first-person tactical co-op game using Unreal Engine 5. The game features a realistic, military-focused setting with a strong emphasis on simulation and tactical gameplay. We are searching for an ambitious generalist with a high focus on art and tech-art…