migusan76
04-02-2010, 05:27 PM
Hi just found this site and I'm digging what I'm seeing. So just starting me up a sketchbook to dumb my stuff into. Hope you guys like and as always comments welcomed. Thanks!
Here is something I worked on sometime back doing a real-time likeness model for Unreal 3.0 Engine.
http://www.digiteck3d.com/forum_images/sketchBook/mikeBust_FinHiRez.jpg
http://www.digiteck3d.com/forum_images/sketchBook/mikeBust_SkinTx.jpg
In game screenshot and some info on the skin shader development.
The skin shading system I built a while back in the Unreal Engine 3.0 based on the GPU Gems 3 - Advanced Techniques for Realistic Real-Time Skin Rendering (http://http.developer.nvidia.com/GPUGems3/gpugems3_ch14.html). I implemented most of the effects described in the paper including the multilayered diffusion scattering in skin. Originally the first pass of the shader had all 3-layers as described in the paper, but with experimentation I managed to figure out that 1-layer was sufficient enough to capture the color-bleeding and surface blurring. This also allowed me to cut down code to keep the shader production friendly. Along with the subsurface I also implemented the physically based specular term to better capture the specularity of skin.
http://www.digiteck3d.com/forum_images/sketchBook/mikeBust_SkinTx_UE3_01.jpg
http://www.digiteck3d.com/forum_images/sketchBook/mikeBust_SkinCompareUE3.jpg
Subsurface Scattering Effect
http://www.digiteck3d.com/forum_images/sketchBook/mikeBust_SkinDiffusionUE3.jpg
Physically Based Specular
http://www.digiteck3d.com/forum_images/sketchBook/mikeBust_SkinSpecUE3.jpg
Unreal 3.0 Shading Network
http://www.digiteck3d.com/forum_images/sketchBook/mikeBust_SkinTx_UE3_00.jpg
http://www.digiteck3d.com/forum_images/sketchBook/mikeBustSkinShaderUE3.jpg
Here is something I worked on sometime back doing a real-time likeness model for Unreal 3.0 Engine.
http://www.digiteck3d.com/forum_images/sketchBook/mikeBust_FinHiRez.jpg
http://www.digiteck3d.com/forum_images/sketchBook/mikeBust_SkinTx.jpg
In game screenshot and some info on the skin shader development.
The skin shading system I built a while back in the Unreal Engine 3.0 based on the GPU Gems 3 - Advanced Techniques for Realistic Real-Time Skin Rendering (http://http.developer.nvidia.com/GPUGems3/gpugems3_ch14.html). I implemented most of the effects described in the paper including the multilayered diffusion scattering in skin. Originally the first pass of the shader had all 3-layers as described in the paper, but with experimentation I managed to figure out that 1-layer was sufficient enough to capture the color-bleeding and surface blurring. This also allowed me to cut down code to keep the shader production friendly. Along with the subsurface I also implemented the physically based specular term to better capture the specularity of skin.
http://www.digiteck3d.com/forum_images/sketchBook/mikeBust_SkinTx_UE3_01.jpg
http://www.digiteck3d.com/forum_images/sketchBook/mikeBust_SkinCompareUE3.jpg
Subsurface Scattering Effect
http://www.digiteck3d.com/forum_images/sketchBook/mikeBust_SkinDiffusionUE3.jpg
Physically Based Specular
http://www.digiteck3d.com/forum_images/sketchBook/mikeBust_SkinSpecUE3.jpg
Unreal 3.0 Shading Network
http://www.digiteck3d.com/forum_images/sketchBook/mikeBust_SkinTx_UE3_00.jpg
http://www.digiteck3d.com/forum_images/sketchBook/mikeBustSkinShaderUE3.jpg