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  • replied
    Is this Dead ?

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  • replied
    hi can we have a look at the material setup? It's gonna help a lot of people, i'm sure

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  • replied
    Looking fantastic

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  • replied
    Small update on the Character. First texture pass on the skin. Textures were done using Quixel Suite. Screenshot taken in UE4.

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  • replied
    Can't wait to see all in action

    -m

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  • replied
    I'm looking for wonderful eye shader like this for a long time ago. Great! I want to know how to build node like this. Please PM me. I can pay for it.

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  • replied
    Very impressive work, could get access to any of those shaders for the character stuff at freelance costs? You could PM me if interested

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  • replied
    Sry all! We haven't had the time yet to look at the forums :S
    @glitch2424 yes we use the ss-profile. All textures were done in Quixel but update is coming soon and a breakdown of course so please bear with us a little bit longer! If you have any other questions feel free to ask!
    @Amsanity,@BrUnO XaVIeR Thank you guys!
    @dancrossland To be honest with you... No we did not got the eye shader working but we did not really investigate on it. :S

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  • replied
    @ WeMakeArt: Looking good I'm interested to know if you actually got the eyeshader working as they showed on the Paragon Stuff I can't seem to get the refraction and iris distance working at all, any joy your side?

    Best

    Dan

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  • replied
    Awesome work. 10/10!

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  • replied
    Insane! I can't believe this is for a game :P Looks more like something being made for a IMAX movie

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  • replied
    Hey @WeMakeArt what was your skin shader set up like? (Did you guys use the subsurface profile? Any baked-in cavity occlusion, or perhaps used in shader? etc)
    It goes without saying that this is phenomenal work. I'm new to UE, any help/tips in character setup (material and lighting-wise) would be amazing!

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  • replied
    Thanks! That's exactly what I needed! Really appreciate yalls willingness to share your process.

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  • replied
    @mcgillchris sure! So the program we used was 3dsMax. Basically we built 5 different planes with individual UV shells to get 5 different types of alpha hair strands.
    We rendered the UV layout and used Photoshop to paint our alpha hair strands and then applied a material using this texture in 3dsMax to actually see how the strands looked like.



    After that placed our newly created planes with the material applied on the head.

    This is how it looked like in the end without any alpha on.



    And this with alpha on.



    @Crow87
    Sure! But to be honest we still didn't quite get the shader and the eyes right but once we do we will of course share information on how we did it.
    Same technique was used on the eyelashes.
    Hope this will help you.
    Last edited by WeMakeArt; 01-21-2016, 09:39 AM.

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  • replied
    Originally posted by mcgillchris View Post
    @crow87 I believe they shared some info about it in their old thread. If you click on the link at the top of this one it will take you there.
    As I understand it, they're talking about using the new 4.11 eye shaders - their old information was unfortunately posted long before the 4.11 preview

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