This first image shows the extent of my knowledge on lighting and materials in UDK at the start of this project. It shows "The Librarian" in UDK, first with simply diffuse and normal information, second with diffuse, normal, and specular. I included it in this post to show how much stronger applying a basic knowledge of materials and lighting in UDK can make a piece.
The next series of images shows the final product. A posed version of "The Librarian", in a scene, with custom materials and lighting. I created basic materials for the machine on his back and the platform he stands on. The skin material was adapted from Digiteck 3-d's SSS Shader. In creating the materials I spent a lot of time researching subsurface scattering and found insightful, complicated information beyond the realm of anything I've learned before. Take this sentence from "Efficient Rendering of Human Skin" for example, "...based on an empirical observation that sums of Gaussians fit diffusion dipole scattering profiles quite well." Yup... I'll figure out what that means after I get a CS degree or something. In the meantime I'll research "artist friendly" ways to create shaders in UDK.
These last few images show my lighting setup along with the materials I made for his machine and platform. I wanted to use this project as an opportunity to learn about the material editor's capabilities so I tried to do as much as possible within the editor rather than using Photoshop to adjust textures. The platform, for example, uses a base stone texture found in UDK and a separate normal map of dirt that is tiled on top of it. Then, using a simple 4 node setup, I turned the diffuse into a spec map and controlled its strength within the editor.
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