At this stage I would create a scene in Maya with an HDRI environment map and lighting, import the model and do some render to see how the character looks and if it needs implements on the textures. Since I haven't got much time for this in my deadline and I'm using never plugging in unreal engine for the hair I decided to create a small environment in unreal instead, use a directional light and take screenshots while rotating the light around the asset. From the first photos of the look development I can see that his jacket is very shiny and I will need to amend this as cotton isn't that reflective. Other than that I am quite pleased with how my character has turned out after Texturing and adding all the final bits. How I removed the shine from the jacket and the jeans was I went into the materials of each and had a look neither of them had a secular map, without this the game can't decide if it is shiny or not. Specular maps, add shine to materials or make them look dull. To remove the shine I added a simple vector node and left it in 0 and connected it to the secular pin Now there is no shine, I could do the same with the face, but I want to leave a little shine as most humans have oily skin which does reflect light and leave a shine.
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AuthorWelcome to my blog about my game design and 3D modelling work Archives
June 2017
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