Various look development tests I've done to get more familiar with character specific shaders and workflows. I wanted to do some character shader work, but I'm not a character artist, so I grabbed some online resources to help me out and worked with Jeff Roussakis on his Gambit character for shader support. HUGE thanks too all artists who provided content for me to try out a bunch of shader tech.
Character Base Shader:
I made a shader using UE4's new Layered Material system. It could have been more optimized if this was a production specific asset, but I wanted to add more customization options so I decided to push it further for these tests. The shader also supports the cloth shading model, with parameters for fuzz colour and falloff. Boots had dual coat normals for the carbon fiber elements.
Basis for a lot of this work was from Jorge Jimenez and Javier von der Pahlen's "Next-Generation Character Rendering" Paper
Using UE4's subsurface profile and dual specular lobe. I've set up the shader to layer in micro-pore detail textures (normal and cavity maps). For the roughness, there is a parameter to increase the micro cavity influence, there is also a peach fuzz feature. For the specular, the micro cavity is removed on glancing angles so the skin doesn't feel too rough. To reduce light leaking, I am layering an the head's ambient occlusion map that runs through a power node to tighten up the mask a bit, this layers in on glancing angles. Again this is based on the paper I linked above so please check that out for more information.
Gambit Models and Final Texturing by Jeff Roussakis:
Aguilar Model and OG textures by Bao Vu
Original skin tests were using James Busby's Free Head Scan
Final Gambit Texture were from https://gametextures.com/