Everything looks kinda...flat :( . No spec gloss work ? Maybe engine limitation, i really don't know.They remind me of the hl2 assets with higher tricount.
it was made in Substance designer, I am just curious what type of details more color variation, spec breakup, if you could be specific that would awesome?
Thanks everyone for the advice... I really need to step up my game and it seams I need to learn to make good spec maps. This project is to be continued.
Quick update, few test renders in Marmoset. Eyes are placeholders for now, as is the sash thing, and no spec/gloss maps yet. As always, any feedback is greatly appreciated.
The Skin shader technique you're showing is a bit out of date. In UDK, there's a DX11 shader that does a similar result. All you need is the diffuse, norm, spec.