Super slow progress on enverything, but I started putting the face into Unreal instead of Marmoset. Still having trouble to make the skin look right, somehow the subsurface scattering in Marmoset seems to look much better than in Unreal.. Eyes are the slightly modified epic games eyes, will further adjust them later.
Finished baking the armor. Lowpoly is currently at ~100k Tris, going for a bit more highpoly as it's for an animated short in Unreal. Next up is texturing and hair.
@almighty_gir Sure, already did that :) Here's another shot (with flipped greenchannel), slowly building up the materials. Mostly happy, still have to get these setup properly in Unreal tho.
Will probably have to pause the character for a couple of weeks as the semester started again and I have other things to do for now. Here's the current version in Unreal (still missing hair ._.)
Imported the character into Unreal, created a quick rig with mixamo (which definetely needs manual weight paint adjustments) to test out the simulation of the cape. https://www.youtube.com/watch?v=pBDXsUg5z5U&feature=youtu.be
Did some experimenting with hair shaders in Unreal. Learned so much about materials and shaders during he progress :D All models here are specular and a color only, no normals, alphas (will follow) or AO maps yet.
Nice seeing your progress along the years ;) really inspiring. Just saw your cinematic teaser earlier this year, amazing stuff. I'm planning to create something medieval next year and looking to pick up Unreal. Did you by any case follow a course or have some great videos in mind that can help me along?