>>29515588The first observation is correct. The fix could actually be just like in a Photo/Film Studio, that you add some fill-lights to the scene. These are basically weaker lights at a different angle, so that they illuminate the shadows a bit, to make them softer. This will definitely make the shape of her face look less like a skeleton.
With the glasses, this is a bit of a beginner error. In order to get reflections on the glass, they need some tint to them. Many beginners just add the tint. The secret it making a good looking glass material is to make use of the Fresnel effect, so that it is transparent, when looking at it from the front, but less transparent, when looking at it from an angle. You can try it with a real piece of glass and see that this effect usually exists. Setting it up basically requires you to know how different materials interact with light and the angle you are viewing them from.
Yeah facial tracking is weird. This is where I would have preferred Daz (or meta human) as a base mesh, otherwise it's close to impossible for a single modeler to create all the blend shapes in a reasonable amount of time. (At least I would rather shoot myself than creating them manually)
Actually the same problem as with her camera, she has depth of field activated but the focus is at the wrong distance. Someone should program an auto focus for her, so it becomes idiot/kson proof. Or just deactivate it. She can't use a camera IRL, so she won't be able to set the same parameters (Aperture, FStop, etc.) in UE4.
I'm actually suspicious if this might be another reason why Souchou3D is also blurry.