I’m back again with some screenshots from my material setup in Unreal Engine, the character is finally starting to get finished. I tweaked the armor material and lowered the effect from my metallic map by increasing the roughness map with constant values.

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Trying out a HDR image of a forest, go grab some awesome HDR images for free on this page: http://www.hdrlabs.com/sibl/archive.html

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Another shot from the other side, trying all sorts of angles

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A winter variation to the forest background

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The specular map is doing its job well, not much more to tweak here for the moment

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Tweaking back and forth with the specular and roughness map

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My goal with this material setup for the skin is to successfully render some smaller form of subsurface scattering, which will make it a bit more transparent and let the light pass through it. That’s what I’m going to work on this week, along with finishing all the textures. Other than that, I think it’s good to go. Until next time, have a good one 🙂

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