Referencing this video:
https://www.youtube.com/watch?v=fgDv7njYUWU&feature=youtu.bePosting this so we can have a group discussion, like one might have in a class.
So the takeaways I got from this:1) Animated straps, safe to assume riggers prefer them floating a bit above the base geo.
2) Grab pores from highpoly sculpt through a normal map conversion.
3) We still haven't found an artistic solution to hair modeling.
4) Some of the stray hairs and stubble for some of the characters seem like individual poly tubes? Can someone verify this for me if they can?
Would love to hear what anyone else got.
Replies
the approach with the baked/ manually created shadow map for hair sounds mental. so you end up with two UV sets on a 13k deforming hair mesh on a character? (in the case of that afro).
one thing that sounds familiar is that for the fleshy bits apparently the sculpt basemesh level 1 doubles as the game output mesh. i can only recommend doing that, saves so much stupid retopo/adaption time. also, sharing the basemesh and UV layout between characters. common sense there!
then i guess they just turn off self-shadowing from light sources on the hair geometry and replace it all with their baked/painted shadows, avoiding all the ugly highlighting of planes that you can get from the former.