For this week, I added new shader logic to Aurora's eyes, giving them a more reflective surface and differentiating them from the rest of her body a bit. To do this, I added a shadow where the upper eyelid/brow would cast shadow on the upper portion of the eye, and a highlight that follows the camera.
For both of these, I made them simple matcaps, since they're simple effects that won't be scrutinized too often in a macro view.
When isolated, it's a lot easier to see the highlights and shadows on the eyes.
The other shader I updated was the metal shader, giving it a few different attributes to the main shader.
For this effect, I amplified the contrast on the light break gradient, added a specular condition to the highlight, and added a lowlight gradient to show the reflected light in higher contrast. Additionally, I added a metal matcap to accentuate the reflectiveness even further.
The shader logic is fairly simple, but very effective in creating the desired effect.
All of the updated materials coming together!
And here's the start of animation testing! The only thing missing on these animations is the metal matcap, which I did after the fact.
To start with, a turnaround shot showing off her model in full.
And then a rough outline of a fighting game intro cutscene I put together. Still want to clean this up though.
All that's left is to create a reel! She's looking just how I imagined her looking in my mind when I originally created her a year ago, and I couldn't be happier with how she turned out.
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