Hello,
I am looking for a way to expose details on a character more than default Unity shader and or lighting does. I have facial expressions and details on the body that are barely visible when character is imported into the Unity. Any advice of how to expose these details on character (shader, lighting) ?
Does any of the great lighting tutorials found on youtube not provide proper lighting for the model detail you expect to see?
Lighting(the placement of lights, intensity etc) plays an important part in the presentation of a model. It’s similar to how a celebrity can appear gorgeous in a carefully lit movie or interview, and seemingly awful in a middle of the day paparazzi flash photography tabloid.
Your scene from that small image looks overly bright, secondarily a subsurface shader(something unity doesnt provide as a stock option) would also help. You might want to look into the lux shaders(theres’ a free edition available).
A further thought: download the Adam Characters asset, it has a soft light environment scene setup like a photographers studio. It would be a good place to check out your character.
Adding Detail solutions:
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You can use Turtle or Substance Painter to bake AO and normal map to your model. Or just use photoshop to combine AO and Normal map with your diffuse texture (AO and Normal map is generated in Crazy bump or similar tools)
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You can use an detail texture in unity Standard Shader detail slot and increase detail texture tile to get higher resolution from near view on details.
I suggest to learn Substance Painter for all model types detail .It’s very easy and great a tool. I didn’t tested it for charterers but was really awesome for static models.
Thanks guys. I’ll try “Adam Characters asset”.
I have created skin shader with subsurface skin scattering, but that does not underlines muscular details.
I figured that most inaccuracy appears because how Unity deals with normal and tangents on imported model? It is possible to change them to gives more “squarish’” or smooth appearance of a model, but I have not found a sweet-spot that could make vertex detail on a model to appear closer to what I have created in Maya.
Setting ambient light to a bit darker helped also, but that’s not really an option as it affects whole scene (trough shader it could only affect skin, but still…).
Some normal recalculation creates too sharp edges, but in general detail is more visible now:

