Character Look Development
Only responsible for shaders, and re-texturing with layered materials I made in UE4. Model by Bao Vu https://www.artstation.com/artwork/gqvrG

Only responsible for shaders, and re-texturing with layered materials I made in UE4. Model by Bao Vu https://www.artstation.com/artwork/gqvrG

Only responsible for shaders, and re-texturing with layered materials I made in UE4. Model by Bao Vu https://www.artstation.com/artwork/gqvrG

Only responsible for shaders, and re-texturing with layered materials I made in UE4. Model by Bao Vu https://www.artstation.com/artwork/gqvrG

Responsible for shader work, model/texturing by Jeff Roussakis - https://www.artstation.com/artwork/L3qJvP

Responsible for shader work, model/texturing by Jeff Roussakis - https://www.artstation.com/artwork/L3qJvP

Responsible for shader work, model/texturing by Jeff Roussakis - https://www.artstation.com/artwork/L3qJvP

Responsible for shader work, model/texturing by Jeff Roussakis - https://www.artstation.com/artwork/L3qJvP

Layer Shader UI demonstration. Macro normals/AO sit on top of the stack.

There is a high degree of parameterization for both the masks that blend swatches, and the swatches themselves (albedo, roughness, normal, metalness adjustments)

Material Layer Buildup

Material Layer Buildup

With the "what you see is what you get" feedback of the layered materials, it's easy to tune and create variants quickly

With the "what you see is what you get" feedback of the layered materials, it's easy to tune and create variants quickly

Early texturing test I did to prove out the layered material workflow and fidelity. Model by Jeff Roussakis, textures by GameTextures.com

Early texturing test I did to prove out the layered material workflow and fidelity. Model by Jeff Roussakis, textures by GameTextures.com

Early texturing test I did to prove out the layered material workflow and fidelity. Model by Jeff Roussakis, textures by GameTextures.com

Early texturing test I did to prove out the layered material workflow and fidelity. Model by Jeff Roussakis, textures by GameTextures.com

This approach also allows for the camera to get extremely close to the mesh and the resolution will still hold up.

Responsible for shader work, model/texturing by Jeff Roussakis

Dual coat normal comparison

Dual coat normal comparison

Dual coat normals in action

I also made the hair shader. Model and textures by Jeff Roussakis

The skin shader layers in micro-detail pore normal/cavity textures. Please read the artwork description in the skin shader section for more info.

Only responsible for shader/lighting, model/texture by James Busby

Only responsible for shader/lighting, model/texture by James Busby

Only responsible for shader/lighting, model/texture by James Busby

Only responsible for shader/lighting, model/texture by James Busby

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.
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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.
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Skin Shader:
Basis for a lot of this work was from Jorge Jimenez and Javier von der Pahlen's "Next-Generation Character Rendering" Paper
http://www.iryoku.com/next-generation-life

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.
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Gambit Models and Final Texturing by Jeff Roussakis:
https://www.artstation.com/artwork/L3qJvP

Aguilar Model and OG textures by Bao Vu
https://www.artstation.com/artwork/gqvrG

Original skin tests were using James Busby's Free Head Scan
https://www.artstation.com/artwork/GXJrLz

Final Gambit Texture were from https://gametextures.com/