The secondary "gloss" mesh layer is slightly pulled out from the center (and smoothly rounded), basically the inverse of the inner orb mesh layer. That looks better at a slight distance, not so much in this super close-up. The "orb" mesh regular layer has a slight indent in the center, which you can see very clearly in this shot where the specular highlights are indented towards the center of the eye. The first layer is the regular one for the color and specularity (I'm using a Marmoset Skyshop shader for that) and the second layer is a "gloss" layer with a custom reflective glass shader on it. Each orb has two layers, each with their own material. If you don't have access to make your own eyes, there's at least one eye asset I know of on the Asset Store that should work. That way I have total control over how they look. ![]() ![]() I imported my custom eye objects into Unity and then attached them to the eye bones in the skeleton. Instead of mucking about with the Daz eyes, I just left them out of the export (from Daz) and replaced them in Unity with my own eye orbs I made in 3DSMax. I use Genesis characters in my latest game.
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