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Character Shaders

A breakdown post for stylized skin, hair, and eye shaders I created using Unreal Engine. I took a step back from fully-fledged projects and crafted a few shaders that I could implement into my future stylized characters to heighten their appeal.

Beauty shots in UE4

Beauty shots in UE4

Beauty shots in UE4

Beauty shots in UE4

General maps: base colour, normal, roughness, ambient occlusion, & metalness

General maps: base colour, normal, roughness, ambient occlusion, & metalness

Anisotropic hair breakdown: final result in UE4, anisotropy, flow, height to normal, & opacity mask

Anisotropic hair breakdown: final result in UE4, anisotropy, flow, height to normal, & opacity mask

Anisotropic hair turntable in UE4

Skin breakdown: final result in UE4, subsurface profile, micro normal, vellus hair fresnel, & masks

Skin breakdown: final result in UE4, subsurface profile, micro normal, vellus hair fresnel, & masks

Parallax occlusion eyes breakdown: final result in UE4, parallax occlusion on, height, & parallax occlusion off

Parallax occlusion eyes breakdown: final result in UE4, parallax occlusion on, height, & parallax occlusion off

Parallax occlusion eyes turntable in UE4

Wireframe render in ZBrush

Wireframe render in ZBrush

High poly sculpt render in ZBrush

High poly sculpt render in ZBrush

Beauty turntable in UE4