![]() The Specular map scales the amount of specular highlight visible across the surface of the skin. See Roughness Maps below for additional information about this process and how it benefits our animated digital humans. Instead, we're using a process in UE4 to convert the normal to roughness. The Roughness map is not painted by an Artist. Any darkening of wrinkles will accentuate the texture supplied by the Normal map. At a 4K texture resolution, you can see the tiny capillaries just underneath the surface of the skin. The Diffuse map supplies the Base Color for the Material. The textures shown here are the core textures used to achieve the look of our Digital Humans: diffuse (albedo), roughness, specularity, scatter, and normal maps. ![]() The skin setup for characters can use various textures along with masks to achieve the desired look. ![]() After acquiring the digital scans, the textures are cleaned up, tweaked, or generated by Artists at Epic. To maintain believability and high-quality realism, the Digital Humans all use 4K texture resolution produced from facial scans of the subject, in this particular example, Mike Seymour. You can take a look at some of the Material Functions for the Mike Seymour bust in /Content/Characters/Mike/Functions. With Material Functions, artists can standardize their approach to development because when a change is made to a single function, all Materials that use that function automatically reflect the change. There are a couple of reasons for taking this approach:it provides reusable authoring for materials, and we can use masks to blend animations with the material as it changes. Note that these projects use Material Functions to set up the base for the skin material. The character's skin uses UE4's Subsurface Profile shading model. Short Distance Dynamic Irradiance for Screen Space Indirect Bounce approximation through Post Process Materials.Īdded detail for eyes using a separate normal map for the Iris.Įach of the sections below gives detail for these newly developed features or improvements with their own sections for Skin, Hair, and Eyes. ![]() Over the course of development of Digital Human characters, Epic has developed or improved the following features:īetter contact shadowing for Subsurface Profiles.
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