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
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…
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…