Thanks @disanski So unreal card hair is dependent on a lot of factors - DItherTemporarlAA node in the hair material that your opacity feeds into- Your Opacity map being strictly black and white, no grey values - When rendering in MRQ making sure you are using Temporal Anti Aliasing and dialing it via command line, mine…
Thanks @marmo_arts :)Here are the nodes for the skins shader, its nothing too crazy, its just using the sss profile shader The eye shader is just metahuman's eye shader
Hey Thanks! So they are done in a few parts, Initially I was going to do them all in substance but found the path splines were a bit too fiddly to change easily, so I started in max and baked down masks These were then fed into substance designer where i used the bevel node to give appearance of deep engraved gold, added…