Project made during a University Module focused on Materials and photogrammetry.
I decided to try tackle scanning a human face to see how I could apply photogrammetry to my character art work.
I was happy with my texture scan but didn't manage to get the skin details in the mesh, this gave me a good opportunity to try and push my shader work in engine and learn to layer materials for higher quality details.
Textures:
1x 4K
2x 2K
13x 1k
5x 512
Face:
Base Colour - 4k
Mesh Normal - 2k
MRAO - 2k
Tile Mask - 512
roughness ID Map - 512
3x Skin tiles - 1K | (Normal, AO, Roughness)
EyeBrows:
Alpha - 512
Ramp (Root-Tip) - 512
Height/Depth - 512
Hat:
Mesh Normal Bake - 1K
Tiled Mat:
Normal - 1k
AO - 1k
Roughness - 1k
I think I could have gotten away with using 512 Textures for the skin detail tiles.
I used UE4's Hair Shader for the eyebrows
Credit to:
ZbrushGuiodes for the Skin brush pack: https://www.zbrushguides.com/skin-brushes-update/
and my Housemate for sitting still while I took hundreds of photos of him.
I hope you liked it :)