Jumping straight up into lookdev? I like it sir, bold power move. That SSS radius might be a little too big for now, it tends to eat up the volumes when too high. Also, I think it would be interesting to mark the gold "paint" areas with some height definition. As if it is laid on top of the SSS/china mat, or like the…
Congrats on finishing the project, like the dramatic presentation :+1: Looking closer, I think the character is a bit stuck between styles in terms of execution. Particularly the hair sticks out against the rest, perhaps a hair-card or strand approach would be more fitting? The materials are currently a bit too…
@Alex Javor Thanks! :) @codyaq2 Thanks for the feedback! I tried to add bit more sss and spec to his face today. Also reduced the pore/cavity strength tiny bit in the normal map. I will re-take the other pictures of him later. I am not sure if I was still brave enough with the sss effect, though I dont want him to have…
If you look at this example, the character has 5 materials, and it's created using layered material. https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/LayeredMaterials/ If performance is a concern, then obviously scale back on using any expensive shaders. For example, I remember there are 3 SSS functions.…
If I remember correctly, the 'Transmission' nodes in UDK can fake SSS. It's not going to be as accurate as the DX11 SSS, but Transmission gives the effect of bounced light within an object. This UDN link should help As far as using it across multiple objects, you could do a master material for foliage and include the…
there's is sss but its very low, I don't like how it washes out the details. I like using it for hair to get rid of some hard shadows but for this I like the shadows. I changed the lighting, specular values, and sss. still doesn't look that great IMO 🤷♂️ I know my presentation skills are not that great. I just need to…
Hey guys, I've taken what you said and dirtied him up a bit. I included some SSS and made him a little bit softer aesthetically. If you're wondering why he has a scar is because he's and based off an adaptation of Sagat from street fighter. I'm planning on remaking the eyes, the sword and improving the accuracy of the SSS.…
I saw you guys mentioned including the ability to bake out certain kind of maps in the future with Painter, and I also saw you guys messing around with some SSS shaders in a previous post. What are my hopes that you guys will pull a nice little magic trick from the hat, and make a depth/inverted AO bake for SSS as well…
Hi. I'm planning on working in the game industry as a 3D Character Artist (it could be AA, AAA or indie, though I'm focusing on stylized characters so maybe AAA is off limits). I'm currently on my way to finishing my first decent-quality character for my portfolio. My current specs are: - Motherboard: ASUS H170I-PRO - CPU:…
Hello Jose. Thanks for your feedback. This red dots, if i understand you right, is a Pin(box) and Selest mesh (box). It's a 3rd and 4 button in the 1st row. Yeah thx for topology comment as well. A skin shader is without SSS cause it's a screenshot from substance and there is so sss materials -) It will work only in…