Purpose of this thread is to share my progress , idea , and most importantly keeping myself MOTIVATED throughout the progress . I will be updating at least once a week. Feel free to comment π
I am making a game character for my indie project . Currently my small little goal is to achieve believable real time facial in UE4/5 (hello uncanny valley). I dont really do much face modelling , so I am going to take my time polish it until I can nail almost every aspect . Thats my goal .
Design ( Face OK , Hair might tweak a little , Costume still WIP )
Reference : Meisa Kuroki ( She has the expression that fits well with the concept , will do some tweaking besides Eyes & Nose & Cheek )
WIP(28/2/2023)
Replies
17/1/2022
27/1/2022
Started painting temporary texture to grasp the overall look with and without make up . I am polishing both temporary texture and sculpt simultaneously until I am satisfied with the overall form and expression . Then I will start doing higher level detail .
3/2/2022
Did some tweaking
17/2/2022
-Got most of the proportion as close as the original sketch after 14th attempt based on the comparison . It will look much better with completed textures and shaders.
-From now on I will be focusing on getting the anatomy right on different angle , then move on to retopology and macro-detail
3/3/2022
-Did some tweaking to the anatomy. Will start doing retopology and tweak the anatomy along the way . ( Thanks @carvuliero for some great feedback! )
2/5/2022
-I had done some quick lookdev in UE4 for the past 2 month . Finally got the result I am aiming for after numerous trial and error .
-Current lookdev uses default lighting setup and shader from Epic Game`s DigitalHuman project. Skin texture are projected from TextureXYZ Vface.
5/8/2022
-Minor tweaking on the highpoly model , done some research on facial makeup.
-Redo the hair design to give her a much dominant look.
*Tips and Tricks*
-Turning off Unreal Tonemapper will produce a much realistic skin tone . Open the console and insert "r.TonemapperFilm 0"
-Include Skylight into the scene as a quick and dirty way to generate natural looking indirect lighting . Personally find that DaylightAmbientCubemap with Intensity 0.45 will produce a nice and cool indirect lighting .
28/2/2023
Its been awhile since any update!
-Hair design done
-Rough sculpt done ( The hair is much longer compare to the sketch , but after going through various references , she still look better with medium bob)
-Currently making groom with XGen
Going back and forth changing the mesh and material , as well as setting up proper lighting in Unreal . Getting close to the likeness I guess?