I really love how her face is looking. I'll just comment on the cards as that's my jam. Looks like you've got some good placement going on so far but I think the textures could be improved. So far, they're all kind of 'samey' and the best way to get variety is to add some negative space (in red) - this will help add depth as you layer the cards.
You could also add more variety in flyaways (in blue) to the thinner chunks you have. Even straight hair has flyaways and having them built into the texture of one card means you don't have to rely on that single strand card to add flyaways meaning you can keep the tri count lower. It's perfectly fine to bake some wave into the texture. This also helps had visual interest.
I'm not a fan of the blunt ends on all of the major chunks. You could add some variety in how the chunks end (in green) with some length variation. Check out the negative space even between the larger chunks that help add some visual interest and breakup The concept shows some flyaways which could look great with a strong rim light! I'd highly recommend checking out Hywel's breakdown here: https://www.artstation.com/artwork/39K6Wm I know it's for scruffy hair but the same techniques apply and will help build depth and interest.
I'd also maybe look into baking out a flow/tangent map. It won't make a huge difference to straight hair but it can help add breakup to individual strands.
You probably seen all these already but to bunch a topic together with link and info i feel works great when people in the "future" search this matter out:
The 1st linked guide is what i really wanted to share i remember this or something similar where someone went through the processes to make any face and AnatomyForSculptors goes over the "fat" distribution "guide" that could also be helpful.
aye-eye convo was mentioned so i touched on the topics spoken of: so o/t.
Just my .02's on this aye-eye situation everyone loves so much, it will hinder you if one day you do not have access to that content or its paywall-ed and you find yourself with less currency to play with or one of the many other possibilities. There is also, Hey"parent" how do you do this thing? we'll child let's ask the robotic computer for help, oh you do not know how to do this thing? then imagine that for actually important functions of society, then we have a problem or at least they will when and or if we get there.
I played the Outer Wilds for the first time earlier this year and definitely that. If you want to play this game do yourself a favor and look up NOTHING about it
you have three options 1: make a material that supports tiling detail and unique masking - either through textures or vertex color (or both) 2: be clever with UVs - make use of tiling/trim sheets, re-use texture space etc. 3: do both of those things
also: You definitely don't need to use just one material per object - if you're targeting something with shit batching like unreal then it is beneficial to use as few materials as possible but if something is large enough to mean you can't UV it using a 2k texture, it's probably large enough to warrant using more than one material
Texture size isn't as big an issue as people think provided you have an engine with robust texture streaming (something unreal does very well - especially with virtual textures)
Hello guys this is my first time participating, a bit late to the party, but I have been pretty tied up. here's what I cooked up. I usually work on the low poly first but thought to do the high poly this time removed the subdivisions to create the low poly, I know the polycount could be reduced further but at this point I just wanted to get it over with, any feedbacks would be appreciated.
maybe increasing the brush size (blue brush cursor, not red) and zoom out so it encompasses the entire mesh, and then tap to update the geo?
hmm either that wasn't it or I didn't do it correctly
I've found a work around. If anyone else runs into this, select a different mesh in your IMM > click on the frames to apply it > undo > select the mesh you actually want > click and apply. Dunno why this works, but it works
@Djyver Ha, thanks. I think it was your update in the bi-monthly thread that made me want to tweak some things. Really digging the movement along the growth you implemented (might try that too ) and looking forward to see your results.
Here is a loop inspired by the theme "Hike", although I think it fits more to "Trek" and or "Cliff". I think at this point, I might just use the themes as a starting point. Lot's of the outcomes are accidental anyways :-B