Bbox85- SSS in UE3 for directX9 is done by either using Transmission which is just some 2 sided lighting with attenuation or by using CustomLighting and doing something like softened normals with layers of color. DirectX11 SSS is in screenspace and blurs the lighting and blends it back with phong lighting.…
Quite a nice piece, i like the armour design quite a bit. The main thing that stands out to me is the SSS as areas are translucent that shouldn't be, which gives it the latex mask Johan described. Perhaps you could make a greyscale SSS mask to control that better. What did you use to render?
yea that red glow is just a graphics card thing. do you have a subdermal map for the SSS or are you just using colors? i was messing with SSS in udk the other day and realized that it makes a huge difference of shading on the model depending on whether your mesh is a static or skeletal. just something to keep an eye on
Hi! I'm starting to pull my hair out with this problem so I was hoping someone here might have a solution to some technical difficulties I've been having with the Arnold shader and render software. I'm working on a 3D character model that I want to render with fur and SSS material for the skin. I'm using xGen in Maya 2017…
I can't speak too much about the texture quality other than the eyebrows look weird, like they're just painted on instead of actual hair, but if you're having issues with SSS you should double check your scene scale and make sure the units are correct, the default settings can mess up the SSS.
I think you need to drop the red saturation over all a bit. Add a bump to the dark spots on him. Make the gums pinker, and up sss on them. On the whole thing add alot of noise via grunge maps. Kill the spec on the pants. Maybe even try changing the sss colors to greens/yellows for his skin.
Thanks! Im really glad you like it :smile: Yeah I am using an emissive on the candles, definitely no SSS. I haven't fully explored how to achieve sss yet. I could probably tone down the emissive map a bit. It's probably a combination of that and the bloom I applied that making it so blinding. Totally forgot to share the…
Looks amazing, Kraken, the presentation of your pieces is ace, mate! Only critique I'd have is that his skin feels a little bit to opaque, I would have given him just a notch more SSS - but then, looking at my current work I might have a bit too much SSS in my skin materials.. something inbetween maybe..
Humm... interesting... I wonder if you can drop something in the second Additional Bump channel and it will apply it to the normal map. Or if you can use a regular B/W bump and bake to a normal map and have it convert. Not that there aren't more efficient less lossy ways of doing it but just curious. Anywho... Render…
Nostradamus - Thanks. I usually hear the word "plastic" when there's too much specular but I don't think that's what it is. DarkKni9hT - Thanks! I'll add straps to the breast plate. I studied in New Brunswick at a community college and moved here for work. lotet - "I dont wanna sond like a jerk, that is not my intention…