Brought the Smith into UDK, and gave him a subsurface scattering map for
his skin areas. Looks so much more like skin, it's crazy. Still got
some areas to fix, in the sss and the spec maps, but getting close.
If you mean the sub-surface scattering, I was taught how to use it while in school. It's a setting you can turn on in the UDK material editor, after you set the editor to DirectX 11 mode.
As far as making the subsurface scattering textures, there's lots of tutorials online about it, but basically you make your diffuse for the skin areas look sort of greyed out, and then you create another texture that mimics the blood, fat, etc underneath the skin and plug it into the sub-surface node. That map will show through slightly and is affected by lighting in a way that really makes the skin look more natural.
There are other maps and settings involved as well, but I'd have to write my own tutorial to really explain it fully. It's useful for anything where the outer surface isn't completely opaque, I find it really good for cloth as well for example. I hope that helps!
Hey buddy! Could you share how you came up with that?
ReplyDeleteHey there, thanks for stopping by my site.
DeleteIf you mean the sub-surface scattering, I was taught how to use it while in school. It's a setting you can turn on in the UDK material editor, after you set the editor to DirectX 11 mode.
As far as making the subsurface scattering textures, there's lots of tutorials online about it, but basically you make your diffuse for the skin areas look sort of greyed out, and then you create another texture that mimics the blood, fat, etc underneath the skin and plug it into the sub-surface node. That map will show through slightly and is affected by lighting in a way that really makes the skin look more natural.
There are other maps and settings involved as well, but I'd have to write my own tutorial to really explain it fully. It's useful for anything where the outer surface isn't completely opaque, I find it really good for cloth as well for example. I hope that helps!