Subsurface Scattering for Skin in Unreal Engine

I imported the head and eye skeletal meshes that I had UVed in Blender and textured in SP (in the previous post) into Unreal Engine. I then created the materials for them which used the free SSS master material that was made by Quixel, removed the AO nodes, set the opacity value to 1.0 and changed the shader model to Subsurface. In the material instance I set the subsurface colour to a very dark red. It didn’t look amazing but still better than game characters from 10 years ago. Anyway the time for polish not now. Now is the time for establishing the workflow since this isn’t documented anywhere on the Internet in a single place.

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