Using Unity for character real-time rendering (trying to make it look as good as UE4 or Marmoset)

Currently trying to set up a scene in Unity for capturing real-time renders of character models that I create. Trying to get them looking as good as I can (I’d like to rival UE4 and even Marmoset.) Just wanted to share my progress and see if anyone has anyone has any input or would want to compare notes.

(This character is a take on the old SNES game Blackthorne, made it a little stylized.)

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I think I pushed this as far as I know how, did a bit of reverse-engineering on the Adam scene.


One thing that is standing out is - the skin looks a little too plastic-like to me. I think it is because of the uniform color over his entire body. The skin values change from warm to cool depending upon the surface - where the bones are closer to the surface of the skin, and where there is more wear like on cheeks bones and chins compared to the nose. Knuckles compared to the flat part of the hand.

Hope I’m making sense here.

It looks good - I assume you’re using the V2 post effects on github?

Makes perfect sense. I actually have a sub surface scatter shader on it but I think it’s getting lost with the new lighting set up I have, the specular might be a little too strong too. Skin is always the hardest thing to nail down, I’ll see if I can push it farther.

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Thanks! And nope, just using the standard Unity post process, I’ll look into those post effects though.

Yeah remove all the ones you’re using and just go with V2, it’s much better.

Other than this you probably want amplify shader editor if you’re into tweaking shaders.

And - it’s still on the mega sale!

Awesome, I’ll grab it. And I’m actually already using amplify for the shaders. It’s definitely a huge help since I’m more used to shader creation in Unreal.

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Regarding skin: Engine Development of Moonlight Blade(page 63)

It would be interesting to see something like this in the asset store. Or maybe it already is and I simply don’t know about it.

I imported the post process V2 into my scene but it doesn’t seem to be doing anything. I have a post process layer and volume both on my camera, but nothing changes. Are there any tutorials out there on how to use this?

Ah ok got it, it needs to be in it’s own layer. It definitely gave me a much better result, but unfortunately the screenshot asset I use doesn’t render it out that well, there’s a lot of banding on the background for some reason.

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No idea on the banding but it’s looking good. Are you using deferred / linear / HDR? I imagine so try pinging @Chman or something, he’s the resident post fx expert.

Ok I’ll do that. In the meantime I just cut the background out and put my own in, works well enough.

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