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Copyright (c) 2019 The MIT License (MIT) Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the 'Software'), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

Skin Shader Textures The textures used on the character's skin are all at 4K resolution and were originally produced from facial scans of the actor. The textures were then cleaned up and tweaked by artists at Epic. This skin setup utilizes five total texture maps: diffuse, roughness, specularity, scatter, and normal. Texture Name Description Diffuse The diffuse map supplies the Base Color for the Material. At 4K, you can see the tiny capillaries just underneath the surface. Any darkening of wrinkles will accentuate the texture supplied by the normal map. ( UE4_Demo_Head_D) Roughness The roughness map is stored within the alpha channel of the diffuse texture.

The Asian V4 (V4 with A4 morphs) uses an included hi-res shader in the color channel with a multiplier and color to give the skin a darker color. The wet bathing suits use sphere primitives and a surface replicator to get the beaded water look. When I try to download this skin shader, It's just adverts that try to make me download something else!

This is a common technique used to minimize the amount of textures in use. Note that the roughness increases within pores and wrinkles. This causes those areas to appear less shiny, accentuating the look of depth provided by the diffuse and normal map. Programma dlya sumo ev3. Also note that the hair texture on the head is pushed out to fully rough (1.0) this prevents any stray specular highlights from the scalp, which will give a much more significant sense of depth to the hair. ( UE4_Demo_Head_D) Specular The specular map scales the amount of specular highlight visible across the surface of the skin.

Dogovor podryada na vipolnenie visotnih rabot obrazec. Write something about yourself. No need to be fancy, just an overview. No Archives Categories.

It is important to note that the default value for specularity is 0.5. This map boosts specularity at areas where the skin may be stretched a bit tighter, and dampens it in areas where we don't want to see reflection, such as the center of pores and within wrinkles. ( CH2_exp04_merged_spec_f_FC_FINAL) Scatter The scatter map controls how much light is going to be scattered through the surface of the skin. Areas that are dark will exhibit very little scatter, such as the cheeks, while lighter areas will have higher amounts of perceived scatter, such as the nose and ears. The color of the scatter is managed by the ( UE4_Demo_Head_BackScatter) Normal The normal map works as expected in typical material setups, supplying the tactile texture to the surface by perturbing pixel normals. There is nothing out of the ordinary in its setup for this example. ( UE4_Demo_Head__normals).

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Copyright (c) 2019 The MIT License (MIT) Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the 'Software'), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

Skin Shader Textures The textures used on the character's skin are all at 4K resolution and were originally produced from facial scans of the actor. The textures were then cleaned up and tweaked by artists at Epic. This skin setup utilizes five total texture maps: diffuse, roughness, specularity, scatter, and normal. Texture Name Description Diffuse The diffuse map supplies the Base Color for the Material. At 4K, you can see the tiny capillaries just underneath the surface. Any darkening of wrinkles will accentuate the texture supplied by the normal map. ( UE4_Demo_Head_D) Roughness The roughness map is stored within the alpha channel of the diffuse texture.

The Asian V4 (V4 with A4 morphs) uses an included hi-res shader in the color channel with a multiplier and color to give the skin a darker color. The wet bathing suits use sphere primitives and a surface replicator to get the beaded water look. When I try to download this skin shader, It's just adverts that try to make me download something else!

This is a common technique used to minimize the amount of textures in use. Note that the roughness increases within pores and wrinkles. This causes those areas to appear less shiny, accentuating the look of depth provided by the diffuse and normal map. Programma dlya sumo ev3. Also note that the hair texture on the head is pushed out to fully rough (1.0) this prevents any stray specular highlights from the scalp, which will give a much more significant sense of depth to the hair. ( UE4_Demo_Head_D) Specular The specular map scales the amount of specular highlight visible across the surface of the skin.

Dogovor podryada na vipolnenie visotnih rabot obrazec. Write something about yourself. No need to be fancy, just an overview. No Archives Categories.

It is important to note that the default value for specularity is 0.5. This map boosts specularity at areas where the skin may be stretched a bit tighter, and dampens it in areas where we don't want to see reflection, such as the center of pores and within wrinkles. ( CH2_exp04_merged_spec_f_FC_FINAL) Scatter The scatter map controls how much light is going to be scattered through the surface of the skin. Areas that are dark will exhibit very little scatter, such as the cheeks, while lighter areas will have higher amounts of perceived scatter, such as the nose and ears. The color of the scatter is managed by the ( UE4_Demo_Head_BackScatter) Normal The normal map works as expected in typical material setups, supplying the tactile texture to the surface by perturbing pixel normals. There is nothing out of the ordinary in its setup for this example. ( UE4_Demo_Head__normals).