How to make a SKIN SHADER for Game Characters

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  • เผยแพร่เมื่อ 3 ธ.ค. 2024

ความคิดเห็น • 41

  • @nilexh3476
    @nilexh3476 2 ปีที่แล้ว +6

    Amazing tutorial as always Jared! appreciate your efforts

    • @jchave7
      @jchave7  2 ปีที่แล้ว +1

      Glad you enjoyed it!

  • @kunalkapoor3883
    @kunalkapoor3883 ปีที่แล้ว

    I thank Zbrush to introduce you to me via their stream. and really the best video ive ever seen

  • @chanruzzi
    @chanruzzi ปีที่แล้ว

    Again, gold! Thank you!

  • @im2arrogant118
    @im2arrogant118 ปีที่แล้ว

    Instant subscription within the first minute. Gonna be binging all your vids soon.

  • @kaziaoualwanis3819
    @kaziaoualwanis3819 2 ปีที่แล้ว +1

    Thanks for the infos ! such an excellent video :D

    • @jchave7
      @jchave7  2 ปีที่แล้ว

      🙏🏽

  • @berlinpadua411
    @berlinpadua411 2 ปีที่แล้ว

    thanks man awesome tutorial

  • @ginger3d
    @ginger3d ปีที่แล้ว

    I love it! i am wondering how you did the hair on the nose, and eyebrows??? thanks!

    • @jchave7
      @jchave7  ปีที่แล้ว +1

      Xgen

  • @macrobethgaming973
    @macrobethgaming973 5 หลายเดือนก่อน

    Thanks for the info!
    I just wonder for gloss/specular maps, all I need is adjust the value and make a mask to control where the highlights appear, right? So I don't really need to make awesome maps following trails of wrinkles/folds/pores, etc?

    • @jchave7
      @jchave7  4 หลายเดือนก่อน

      No i usually don’t over complicate it to much. Keep it simple

  • @cyrielkilller
    @cyrielkilller 2 ปีที่แล้ว

    Thank you !

  • @valeryshaumyan6487
    @valeryshaumyan6487 ปีที่แล้ว +1

    6:18 fells kinda personal bro
    Amazing tutorial tho!

  • @MustafaBerkeGureltol
    @MustafaBerkeGureltol 2 ปีที่แล้ว

    I feel like your y-axis normals(green channel) were inverted until 5:52 . Do we need to use a mask map if we're using volumetric scattering instead of subsurface? I feel like a cavity would help for the tiny details we're applying(the details that don't really get calculated due to low-poly mesh), but anything other than that, we might not need it 🤔

    • @jchave7
      @jchave7  2 ปีที่แล้ว +2

      My normal map was fine. I use directX for normal map exports so in marmoset my y channel is flipped because marmoset is OpenGL. And for volumetric scattering i use it for the same reason I use it on the subsurface just to have granular control over the shader. Ya cavity map is purely a way to mask out the lighting info in cavities. I don’t use it for any other reason than that.

    • @MustafaBerkeGureltol
      @MustafaBerkeGureltol 2 ปีที่แล้ว

      @@jchave7 I see. Thank you for answering my question!

  • @dsamurai4725
    @dsamurai4725 ปีที่แล้ว

    I am missing cavitiy scattering and ao maps, how to add them?

  • @png.thomaz
    @png.thomaz 2 ปีที่แล้ว +5

    Jared, I've one question. How did you enabled the cavity channel in Substance? Sorry by the dumb question🙃 By the way, amazing tutorial!

    • @jchave7
      @jchave7  2 ปีที่แล้ว +8

      Ya no problem. I actually used a user channel and just renamed it cavity. Substance doesn’t have a dedicated channel for it! Hope that helps

    • @png.thomaz
      @png.thomaz 2 ปีที่แล้ว

      @@jchave7 thanks man! It helped me a lot!

  • @challengedollar2880
    @challengedollar2880 2 หลายเดือนก่อน

    hey thanks for this Jared. Liked Subbed and Commented!
    Also, do you have a way how to get this into Unity or Unreal and make it look like this in those Engines? Thanks!

    • @jchave7
      @jchave7  หลายเดือนก่อน

      I don’t I’m sorry!😞

    • @challengedollar2880
      @challengedollar2880 หลายเดือนก่อน

      @@jchave7 ouch. i wish there was as good a tutorial on it.

  • @warkarma
    @warkarma 2 ปีที่แล้ว

    Thanks

  • @cyrielkilller
    @cyrielkilller 2 ปีที่แล้ว

    Do you decimate your highpoly and bake the low in substance ?

    • @jchave7
      @jchave7  2 ปีที่แล้ว

      Yes I decimate, and I bake in marmoset/substance. You can see why in my latest video!

  • @TimV777
    @TimV777 ปีที่แล้ว

    You used the normal albedo for the sss map? I thought we export the black n white sss from substance and plug it into the Scatter map slot

    • @jchave7
      @jchave7  ปีที่แล้ว

      You do, I just have that map packed into my albedos alpha channel.

    • @ИгорьКХан
      @ИгорьКХан ปีที่แล้ว

      @@jchave7 Can you please tell how to do it?

  • @hungbunlol3899
    @hungbunlol3899 ปีที่แล้ว

    Hey Jared, I noticed that you do not make a specific specular map for the character. Does it mean specular map is less important for the overall effect?

    • @jchave7
      @jchave7  ปีที่แล้ว

      Ya, I don’t really find much use in making one. Occasionally I maybe but not alot

    • @hungbunlol3899
      @hungbunlol3899 ปีที่แล้ว

      @@jchave7 Understood. Thanks for replying!

  • @SPSdrawing
    @SPSdrawing ปีที่แล้ว

    Hi jared i use aces standard lut in substance painter ...But when i export the textures and put in marmoset for rendering the textures not matching with substance viewport..so is there any option in marmoset do i need to turn on to get the result....

    • @jchave7
      @jchave7  ปีที่แล้ว

      Yea you need to set your camera to aces also

  • @digiscience3508
    @digiscience3508 ปีที่แล้ว

    Can we download the old man model and practice with it?

  • @elOmegart
    @elOmegart ปีที่แล้ว

    4:00

  • @Isaac-Pasha
    @Isaac-Pasha ปีที่แล้ว

    Can I get you special tutorials from udamy or others

  • @oldleaf3755
    @oldleaf3755 ปีที่แล้ว +1

    i hope you activated your windows. ill remind you again later

  • @hugoarriagada6219
    @hugoarriagada6219 ปีที่แล้ว

    hi! i have problems, how do you use the tiling mode in the texture on this part? th-cam.com/video/74IlOXc74hY/w-d-xo.html