All you see in the videos is captured in our game engine. On this project, I was responsible of creating shaders and developing the pipeline for the characters.
Metal and Leather Shader: -8 different metal types (Metals available to the Greeks back then) -Procedural Grunge and Edging maps. -Paint coating map. -Damage map. -Gloss control. -Leather Color and Gloss control. -Leather Aging. -Suede effect.
Skin Shader: -The shader is based on several layers controling pigments of the skin. -They then blended together.
The Layers (Maps) are: -Melanin Levels -Melanin Saturation -Hemoglobin Levels -Deep Hemoglibin Levels -Gloss map -Dirt Map
-Color and Aging Features -Fabric procedural ripping based on Vertex color + texture map. -Dirt Map -Gloss and Retro Reflectivity control. -Pattern map