SkinShader Material test using @Allegorithmic’s SP 2.5 and iRay of character for unreleased game.
… Since my last post on here. Looking at my older work versus what I’m doing now is a little jarring. How did I go from this to this. Well trying to get in the habit of posting again. Let’s see how that goes.
Another Day… Week… Month… wow, it’s been a little bit of time since I last posted an update. Still struggling with health issues, but it looks like I’m getting on the right track. Anyways… let’s get back to the topic of today’s image.
I’m attempting to build a universal facial rig to use across all characters in the game.
The image you see before you is an attempt to minimize bone usage but still get good results from facial animation in-game.
My opinion… not great, but not bad either.
Now that I got this done, its time to move back and finish the models.
More updates and refinements. Trying to find the proper balance in Unity.
A quick lighting test with the skin material.
It’s been awhile since I’ve had an update. I won’t go into specifics, but let’s just say I wasn’t feeling too well.
Anyway, on with today’s show and tell.
Today, I have an image of the skin shader testing I’ve been doing and a sample of a color map painted in Zbrush. I’ll be focusing once again on getting the characters ready as I’m satisfied with the current state of the prison guard armor which will be used randomly for the prisoners as they will have confiscated most of it from the guards or from random storage in the barracks of the prison.
That’s all for now.
Forgot to post the Helmet 3 material test. Well, here it is.
Time to move back to working on the characters themselves.
Just a quick progress shot. Finally got the spec map working right. (Forgot the alpha channel part using the Gloss Map.)
Here’s a screenshot of Helmet 2 after the initial material pass has been applied. Additional tweaking/painting of about an hour’s worth will take place next and then it will be ready for the demo.