As Deadalus51 mentioned… the most interesting part of the character right now are the eyes… i worked a lot on the eye shader and there are still some stuff missing i want to implement
*I will just show you some screens and try to explain it. *
So the first thing is that the “eye” mesh consists of 2 meshes. One is a simple sphere and the other an “eye overlay” mesh hovering over the sphere where i projected the occlusion so we have a decent shadow for the eye socket.
Notice on the first screen there is a waterline at the bottom of the eye? Instead of making another mesh for it, i can control how strong the refraction and the specular are on the “eye overlay” mesh. I also added a normal map to boost the refraction.
The sphere itself has an input of 3 normal maps. The Cornea Normal where you can fake the cornea popping out. The second normal map input is for the Iris, it’s just a nice little detail so the highlights will have a nicer spread. The last normal map input is a detail normal map for the eye ball so we don’t have a flat highlight on the eye sclera. I also added a Bump Offset to enhance the parallax effect of the cornea.
Deadalus51 also mentioned that in many videogames there is often a cubemap faked in the shader itself… we threw that out since we wanted to avoid the eyes being really bright in the dark. We also went for the clear coat approach for the sphere mesh which works pretty well. In the eyeshader you can also change 2 colors as seen in the screen below. I am also able to set how strong they blend into each other.
Lastly here is a comparison screen.
If you have any other questions on how i approached things feel free to ask me/us! We are happy to answer them all. In case you want to see the Material… I just want to say that we want to bring the whole scene to the marketplace

Cheers!!