Sushi Chef

One of the things I did last fall/summer, but I never published on this blog, is a sushi chef model. I’ve modeled the cloths with Marvelous Designer 9. Actually, the main reason for this model was to try the new features available in Marvelous 9. The typical Japanese geta (下駄) shoes were modeled in Maya lt. Everything is textured in Substance Painter. The character is Lee from DAZ 3D (Genesis 8).

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Saejima WIP2 [Daz to UE4]

Work on our Asian friend continues. I adapted the material for the teeth from the new UE4 photo-realistic character sample. Also studied SS profile, roughness and specularity values in the sample and changed mines to match them better. Still some problems from the eye occlusion mesh, maybe need to remake again.

 

Saejima WIP [Daz to UE4]

Another port from Daz to UE4. This time a guy, “Saejima”. Screenshots are from 4.19, so no new 4.20 features yet.

We started from G8 basic male and used various shaping parameters to obtain  an Asian looking face, then added some more muscles.

For making the normals and AO we exported high res and low res as .obj and baked in Substance Painter combined with G8M bump maps.

For eyes, we took some Paragon eyes, fit in G8M, imported in Daz, created a “Follower”, fit to our character, imported in back maya, fit again, because the occluder didn’t really fit. In short, eyes are difficult to adapt.

In Unreal, normals are a little bit intensified using “flatten normals” node with a negative parameter.

Probably, it can be improved more. Also, it would be interesting to check in 4.20.

Screenshots made in UE4.19 with an empty level, a directional light from the front and a spot light from the back.