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Gina (critique welcome)

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stray polygon



After browsing this section for a while I've come to a conclusion that I'm supposed to start to post only if my project has something substantial to show. But then what if I commit to a grave mistake early on? I do need help with the whole thing after all. Deciding to just go for it, I'm starting this WiP thread, sorry X)

This is a pretty straightforward interpretation of Unreal's default character - Gina.
I'm aiming for something relatively simple in design, down-to-earth materials. I do want to play up some of the original model's... perceived features.
One such feature is a "hooked nose", been dead set on that one for years =D





The goal is to push for a more realistic model - something that I don't normally do, as I don't have an eye for realism. I can enjoy it, but how to achieve it?.. 

Started on the body, it's still easy enough to change things around.
Goal: a somewhat tough-looking lady, but not "super-human super-model" type. Can use just a little more volumes all around I guess? Or not.
Already not sure if proportions are realistic or not. Especially with the arms and hands. Are they tiny?


The head so far. Never made a fully realistic one before, so quite a bit lost here.





Any help would be most appreciated! Thank you for your time.

Replies

  • stray
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    stray polygon
    Got a new iteration of references and now I have a face type target beyond "vaguely human". 



    Remade the forms. Abs seem less broken now. Still have doubts about the arms.



    Now I'm not sure how to proceed further D= The face seems off-target and I can't see why.



  • stray
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    stray polygon
    With higher res vertex paint and untied hair, the face does seem a little closer to reference vibes. She'd need some serious eyelashes to pull it off.



    I was making cream for a cake today, and it feels like a very similar process: "Oh no, it's still too liquid. Did I mess up the ingredients? Maybe it needs more time? But it's burning a little. Did I miss a step? There's like only two of those though, how could it possibly go wrong? Well darn it, it's never going to work, the blasted thing is ruined now, it... oh wait, it's done"
    The point is, I guess, there's no need to be so dramatic every step of the way XD

    The head and hands of my current basemesh are separate from the main body because it wasn't easy to resolve different loopcounts. I just shrinkwrap a few loops on edges between these objects a couple of times - haven't failed me so far, but I guess it only works, because there are no small details in overlapping areas.




  • iam717
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    iam717 interpolator
    alright idea you got cooking, you can tell if the hand is small by putting it up to the head i think if i remember its of the dome its lowest palm nearest wrist to bottom of chin and the middle finger of the hand reaches the middle to top of the head?  Now to do a search for the ref : to make it easier do it yourself on a mirror and make your size hands.  (were it lands on your facial landmarks) and do it that way for better visual.  If you have a female to ask you can have her do it also.
  • stray
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    stray polygon
    iam717 said:
    lowest palm nearest wrist to bottom of chin and the middle finger of the hand reaches the middle to top of the head
    Hey there. Thanks.
    Yeah, I always check proportions this way (since the hand is easily detachable =D). But I always doubt what I see anyway =')
    Here's what I've got:


    ____

    It occurs to me, that I should've put a firm time limit. It's not like I'm in a hurry, but there are other things I want to try sometime in this lifetime.
    With this in mind, I'm wrapping up "blockout" stage. I thought about adding armour, but I'll leave it for later. There enough new things here to learn as it is.


  • stray
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    stray polygon
    Time for hi res.
    First time trying out Blender's Cloth brushes. It took a while, and I still don't quite understand how to control the results.
    The resolution of the mesh influences the size of the folds - can't get small folds if there's no geo there, but at the same time, it seems hi res geo can only result in small ones.
    Drawing XYZ-folds beforehand seems to almost guarantee that these will get reinforced by the simulation though.



    I do love using floating geo for seams. So crisp. So far had no issues baking them, though my previous tests were more stylized.
    But it only feeds my indecisiveness (and slows down performance eventually), so maybe I should turn these to meshes sooner rather than later ='D


  • HarlequinWerewolf
    Those boots look cleeeeean <3 
  • stray
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    stray polygon
    Those boots look cleeeeean <3 
    Hehe, thanks :) A bit too clean though, so I hope I'll figure out how to put some wear on them in texturing.
    _____
    Meanwhile:


    I have no idea how I'm going to retopo and bake this harness thing and I'm definitely going to regret those loops on pants if I leave them like that...



    Probably have to rethink the gloves, because they still don't match the rest of the clothing and it looks odd.

    Other than that what's left to do is another iteration of the face, collapsing the last of non-destructive geo, adding wrinkles/imperfections here and there on the cloth and... I feel like I'm supposed to be doing something more, but I don't see what that could be.
  • stray
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    stray polygon
    So it felt like I haven't put nearly enough effort into folds. Took a step back and re-sculpted most of it (except lower pants folds) without attempting cloth sim this time.
    Seems like the "trick" was to use very low-pressure Draw brush to gradually build it up. It's easy to zone out and completely forget about structural considerations though. Having PureRef open during the whole process helps staying focused a little bit, or at least reminds me to kick myself to attention once in a while and make conscious decisions about what to put where.




  • grumix8
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    grumix8 polycounter lvl 5
    Really nice ! patience you can achive you need to look at more tutorials and do one step at a time. This genius and good quality !
  • stray
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    stray polygon
    grumix8 said:
    Really nice ! patience you can achive you need to look at more tutorials and do one step at a time. This genius and good quality !
    Thank you.
    Not sure which tutorials I should focus on though. I'm learning a lot just reading through this forum and wiki, but it's chaotic as I don't really know what exactly I'm lacking.
    ____

    Well, at any rate, I think this is as far as I can push the hipoly at this time. Maybe add slight face asymmetry, but that's it.



    Time for retopo then D= Except...
    ...how straps and belts are normally retopoed in these cases? Or rather, how the empty spaces between them are handled?
    Feels like in this case I'm supposed to glue the belt loops to the belt and retopo it as one solid geo... but what if I want these additional loops below?
    Just retopo the whole loop as a separate object? That would be much easier to unwrap, but harder to pose/animate...
  • Noren
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    Noren polycounter lvl 20
    Nice work so far, especially the cloth looks very clean. The area around the front delts looks a bit strange and the transition to the biceps a bit sharp for the overall style and body type, but nothing that needs fixing urgently if you already moved on. The reference is hard to see at that resolution, but maybe that's the result of the one body reference having her arms extended slightly backwards so that triceps, biceps and fat are pushed forward by the lats. But that's just speculation and that area is always tricky and needs some compromises.

    As for the belt loops, smushing them down and maybe filling them up might be the most optimized solution, depending on how close you want to get later,  but keeping them separate should be fine, too, if you match up vertex positions with the main mesh (basically cut the intersections of the loops into the main mesh) so that there's no unexpected interpenetration during animation.





  • stray
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    stray polygon
    Noren said:
    Nice work so far, especially the cloth looks very clean. The area around the front delts looks a bit strange and the transition to the biceps a bit sharp for the overall style and body type, but nothing that needs fixing urgently if you already moved on. The reference is hard to see at that resolution, but maybe that's the result of the one body reference having her arms extended slightly backwards so that triceps, biceps and fat are pushed forward by the lats. But that's just speculation and that area is always tricky and needs some compromises.

    As for the belt loops, smushing them down and maybe filling them up might be the most optimized solution, depending on how close you want to get later,  but keeping them separate should be fine, too, if you match up vertex positions with the main mesh (basically cut the intersections of the loops into the main mesh) so that there's no unexpected interpenetration during animation.
    I think I see what you mean on both points :+1: 
    Hmmm, to be honest, I'm a little reluctant to touch the anatomy at this point, though I can probably smooth the transition from deltoids a bit.
  • stray
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    stray polygon
    It started easy enough - most of sculpted parts are derived from base mesh anyway, so the topology flow is mostly already there (though the ears were remade).
    Now it's the question of getting the resolution right. I guess, I've added too much, going to even it out a bit. The point is for it to look good enough at "portrait distance". And to go with haircards (which, however I look at it, will take A LOT of polycount).



    But this is the moment where I make things weird. Here's my reasoning - please, tell me if I'm making it more complicated than it needs to be:

    Now I know that it's normally recommended to keep things in quads. Of course, a "game" topology is tris anyway, but quads still play better with editing tools.
    But conforming to ridges and cavities (like clavicles) AND keeping it all quads bumps up the polycount pretty quickly (yes, you probably can't tell I care about such things from my face topo =D ). Plus there's "animation flow" to consider.
    So. If one were to start aggressively triangulating parts of the mesh to ensure a "secondary flow" of sorts... is it legal? For mid/high res models, I mean (I imagine it's a must for low-poly). Or are they supposed to be as "pure" as possible (with possible exception of areas of resolution increase/reduction).
    Is some kind of topology purity police already coming after me? D=

    This one is pretty much the same as the "sculpt" topology, but cut and adjusted along pronounced plane changes:



    Neither of these meshes are final, of course, plus I'm still figuring out the density.
  • Noren
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    Noren polycounter lvl 20
    I think you got the right approach. Triangulate where necessary. 
  • stray
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    stray polygon
    I think I was wrong.
    I'm convinced that my current retopo is a failure and it would be better to redo from scratch now, then keep trying to "fix" it.
    Should've started with higher density and worked from there. It seems harder to increase, than the other way around.
    In this particular work, it's probably better to do it more detailed.

    After reading "waviness"-thread (pure gold, by the way, thanks for keeping this forum and its knowledge alive <3 ), it is my understanding that one is supposed to think far ahead and model for retopo, with nice slopes and such. I can see how that could apply in stylized (can't wait to try it out with new info). But can't always control these kind of shapes in realism, right? What with belts, cloth borders, etc. So what's the strategy here?
    I'm looking through some "modern" game examples right now, and those models I could find with wire look like 4 times more dense than what I'm doing... The level of details I'm looking for is something like Devil May Cry V or Jedi: Fallen Order.



    I think I only ever "finished" retopo when I was tired of guessing the right way to do it and gave up on potential problems >_<
  • Noren
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    Noren polycounter lvl 20
    I don't think I'd call that a failure. As for the artifacts in your top right screenshot, that seems to be exacerbated by the fresnel effect/reflection and the fact that the backside of the top is visible behind that for even bigger contrast.
    We are probably looking roughly along the projection direction, here, which is why the lower/outer edge of the rim looks smooth. If the top wasn't a seperate object, the transition to the skin would likely show the same smooth curve (from this angle or a bit higher, which is close to eye height, so not a bad compromise, and assuming it isn't hidden by the geometry).
    Since it is a separate object, we don't have that advantage, but any sloping etc. won't help much either, since this is simply your geometry showing. It's not that the edge looks awful, but that the lower/outer edge of the rim looks much smoother in comparison. A sloped rim (which you could do in the LP only, too) might help you to even that out from different viewing directions or shift the projected edge away from the geometry edge so that the angle change doesn't alternate across the latter and/or we see both sides of the edge from a wider angle (less chance to see the silhouette), but it can't change your geometry, which might have added to your decision to aim for a higher polycount.

    In this case, because we don't have to see the inside of the top, you could indeed model the rim with a slightly flatter angle than 90 degrees from the start and it might improve things a bit without detracting from the realism in a meaningful way. But you are also correct that this doesn't apply for shapes that are equally visible from all sides and since you can't make it too obvious, it's probably not worth the trouble at this point and not as impactful as increasing the resolution.

    Like you have probably gathered from the wavyness thread, there will almost always be some warping from some viewing angle if the geometry is different enough. If you want to avoid that completely and have  a dense and regular enough mesh for the overall shape, you could e.g. do your normal details in 2D directly for your lowpoly or bake from a subdivided lowpoly (assuming high and low are more or less the same SubD mesh with the same topology and the only difference are details like ridges or seams). In this case, that would mean that all elements would be as angular as your outer edge, though, just consistently.

    As for much higher LP resolutions, I don't have any experience with that, but I'd wager at one point it makes sense to stick to quads and subdivide. Or at least use tools like quad fill and do triangles at the very end (if necessary at all, which seems less likely with increasing resolution). The basemesh for high and "low"poly could even be the same.

    For what it's worth, I wouldn't increase the resolution at this point and finish with the old specs. This is a bit like someone throwing a spanner in the works from outside, only you are doing it to yourself. But it's your decision.
  • stray
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    stray polygon
    @Noren, thank you for your reply, I appreciate you taking the time!

    After some agonizing consideration, I've decided to go the high(er)-poly route after all (among other things because it doesn't really cost me anything other than the time already spent and a little self-esteem - I didn't decide on any definitive poly limit at the start after all).
    Beside looking up some examples, I went over my own models and figured I never actually tried this approach. It's like I panic every single time when polycount rises for some reason XD
    The problem here it being often at odds with what I'd like to try: smoother shapes, higher res haircards. Maybe doing things differently will be beneficial. Could get a better feel for different geometry density and what it entails. Maybe. Hopefully.

    Stop running around screaming, do things hipoly, use enough texture res, focus on the face and eyes, and work on better hair - guess that's the plan.
  • stray
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    stray polygon
    ....aaaaaAAAAAAA!!!

    None of this feels right, but I have to stop somewhere.
    Around 85k tris. Plus I estimate a few dozens k for hair, so I guess it's fine, but man, what am I even doing...



    ok then <inhales> AAAAAAAAAAAAAAAAAAaaaaaaaa........
  • stray
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    stray polygon
    Still here.
    After packing and re-packing UVs, then doing test bakes, then changing my mind and re-packing again, I've ended up with 4 x 2k textures sets...
    Everything's baked fine (once I've fixed all the spelling mistakes), as far as I can tell. Set up layers and filled in some base properties... now what?



  • stray
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    stray polygon
    Somehow this is both a lot harder AND easier than I thought.




  • Muzzoid
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    Muzzoid interpolator
    It's looking good!

    But yeah clothing textures isn't too tough, but it can be time consuming!
  • stray
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    stray polygon
    Muzzoid, thank you =)
    ____
    Now that I made a screenshot, the face looks weird. Not sure if it's because of lack of eyelashes, or if it really is strange.





    Still need to adjust colors and paint skin roughness map.
  • stray
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    stray polygon
    Didn't think I changed that much, but apparently between tweaking colors, adding roughness variation, a little SSS and "make-up" layers, it all amounted to quite a bit really fast O_o





    Time to assemble final materials in-engine?
  • stray
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    stray polygon
    A detour or not, depending on how you look at it.
    I was trying to understand eye refraction. After finding some examples, attempted to recreate the effect... and it sort of looked correct. There was just  that one issue I spent a good deal of forever chasing down. The whole thing distorts depending on whether you look along tangents or bitangents. At least I think that's the root of the problem - converting refracted vector from WorldSpace to TangentSpace. Same thing happens with parallax method, so either I'm doing it very wrong, or it's just the way things are...
    I think I'm observing the same thing in UE Digital Human example? I don't know anything anymore X____X



    Yep, I'm not much of a shader artist T_T

    LATE NIGHT EDIT: as it often happens, you only need to loudly complain about stuff and the solution will come to you immediately after *facepalm*
  • stray
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    stray polygon
    Ok, so after I gave up, it occurred to me that I was converting the refracted vector into the wrong space all along.
    Inclined to think that I've been interpreting "Digital Human" example incorrectly, but I still don't see the exact logic behind its space conversion  :pensive:
    This turned out to be pretty straightforward, so I'm surprised I couldn't find this "solution" explained anywhere...





    Looks like it works in Blender, hopefully assembling it in UE4 won't be any problem (though it's my first time using it).

    >>> end of detour <<<
  • stray
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    stray polygon
    Weight painting and rigging.
    I was hoping to get away with one of the pre-made rigs, but couldn't get anything working. Figured it would be faster to just rebuild a rig from last project than looking for solutions.


    Quick corrective wrist bone:


    And here's a problem that plagues EVERY ONE of my projects and makes me want to give up for good: I can't really make the models pose-able. Not really. They can stand around heroically. But perform something mundane like sitting? Nope.
    Everything breaks. And I don't just mean the pelvic area - I know it's a complex problem - but the legs look ridiculously short. And crouching? Simply not possible. Sure some geometry collapsing is always expected, but this is not usable.
    I don't know what I'm doing wrong T______T




  • stray
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    stray polygon
    Yeah, I give up, this is as far as I can take the armature T______T Just don't know how to approach it.





    There are minimal twist bones (which I'm not sure were set up correctly) + corrective bones at wrist, knee and hip front to "fix" the worst of the deforms.
    The leg bones rotate away from IK bones driving them.



    Here's an old rigged Hellknight in rest pose to make it less depressing. 



  • sacboi
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    sacboi veteran polycounter
    I'm not a rigger nor animator for chars however fwiw I've limited experience with hard surface mechanical stuff so just a few options that may be helpful:

    1 - Mesh bends or deforms in unexpected ways when you move the bone

    Check Bone Weights: ensure vertices are properly weighted to the bones that should control them
    Use Weight Paint Mode: Use the weight paint mode to adjust bone influence on specific vertices
    Avoid "Bendy Bones": If you're using bendy bones, be aware that they can cause unwanted deformation

    2 - Character doesn't move smoothly or as expected when you pose it

    Check Bone Hierarchy: Ensure the bones are arranged in a logical hierarchy to control the character's movements
    Ensure Proper Parenting: Make sure the mesh is properly parented to the armature
    Use Constraints: Use constraints to control bone movements and create more complex animations

    3 - Props/Clothing Not Moving Correctly

    Remove Armature Modifier: Remove the armature modifier from the prop/clothing object
    Parent to a Bone: Parent the prop/clothing to the appropriate bone in pose mode, using "Bone" instead of "Automatic Weights"

    4 - Resetting Pose

    Enter Pose Mode: Select the armature and enter pose mode Select Bones: Select all bones (press 'A')
    Reset Transformations: Press 'Alt' + 'G' (reset location), 'Alt' + 'R' (reset rotation), and 'Alt' + 'S' (reset scale)

    5 - Techniques

    Rigify: useful for creating rigs in Blender 
    Data transfer modifier to copy data (like shape keys or animation data) between objects

    Blender YT quick fix workflow
  • stray
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    stray polygon
    @sacboi, I appreciate it, but I wouldn't be able to get as far as I did without knowing these :)
    I'm mainly working on a simplified version of this mesh and use DataTransfer from it (haven't done any fixes on the final weight-painting yet).
    The problem is not in tools themselves (as far as I can tell), but more... basic - how to minimize broken deforms (on the model this dense), where do I place the joints (including the whole length of spine), what kind of fixes are commonly used for real-time skeleton (I'm not sure about the use of blend-shapes for a model like this)..?
    The tutorials that I've seen are mostly focused on tools and hierarchy and rarely bring up the logic behind real-life decisions on an actual dense organic game-ready models. So I'm stuck.

    This is the full skeleton (green bones) for the moment:


  • sacboi
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    sacboi veteran polycounter
    stray said:
    The tutorials that I've seen are mostly focused on tools and hierarchy and rarely bring up the logic behind real-life decisions on an actual dense organic game-ready models. So I'm stuck.

    Aha, well curious if you're aware of this gem "The Animator's Survival Kit" authored by Richard Williams? - which btw is what I'd strongly recommend  grabbing a copy of ASAP!

    or (....if you're prepared to sell a kidney  :# ) there's afaik still available a 16 volumn DVD box set "The Animator's Survival Kit - Animated" packed with examples from the book combined with footage from his masterclasses and own early work from previous projects he'd done for a number of block buster movie IPs.

  • stray
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    stray polygon
    sacboi said:

    Aha, well curious if you're aware of this gem "The Animator's Survival Kit" authored by Richard Williams? - which btw is what I'd strongly recommend  grabbing a copy of ASAP!
    Aware, but not really in a good position to buy something like this ^_^'
    ____

    Cleaning up the controls and shifting joints around in hopes of finding better positions. Fortunately, it doesn't break IK starting position too much.
    The legs are the least broken now, though there's still some weirdness with thigh twist. Either it's the limitation of using two thigh bones, or I've set it up wrong - don't know which.
    Still they seem a bit too short to me. It's decided: next time I'm making a model it a) will be obviously stylized, and b) will have legs for dayzzz.



    Also, the neck is really hard to figure out: it's so darn looong for some reason, even though it doesn't seem so in rest pose. Is it a problem with the mesh proportions or with the skeleton? Dunno.




    Changed clavicle again - can't find the proper place for it.



    I've said I've given up, but this was me procrastinating, avoiding the face rig (I mostly only want to do something about the eyelids, but it is probably the hardest part).
  • stray
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    stray polygon
    It got a little easier in the end.
    I'm assuming there were some changes in Blender, because the (simple) face rig was much easier to make this time. Weight painting was the most time-consuming though. But it's as finished as it's going to be, I think. At least until I add hair. By this point I got used to seeing her without it. Wonder how that part will go.
    Will have to go back to SP to readjust some values before export.
    Otherwise just need to place hair and figure out how to properly render things.




  • stray
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    stray polygon
    Well, I'm stuck (again).
    For hair, I wanted to try mid wavy/curly textures as seen (barely) in some head references.

    Started with wavy hair texture.
    Two base (almost opaque) strands + one breakup:



    Regenerated the texture, to have two wave frequencies - the second is doubled to be used in longer strands:



    Anyway, it felt like a wrong approach - the waves easily turn into unmanageable noise, they look really bad when viewed at an angle and I don't think it will improve much even by stacking more layers on top, they easily go out of sync with each other (even though the waves are matching between the strands)... they look like planes even more then straight haircards.

    Most examples I've found use straight strands, with an exception of afro styles, which go into the opposite extreme.

    So I guess, what I'm going to attempt now is make a "straight" base and then strategically put increasingly waved/curled geometry on top to give an impression of waviness.
    Restart:


  • stray
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    stray polygon
    Is it too much?
    Still got to make a hairline and eyelashes.
    Beyond that i have doubts about adding more detailed hair - the polycount is already almost 1/4 of a whole character.


  • sacboi
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    sacboi veteran polycounter
    From a male ex-forces perspective in a previous life, female operatives I'd worked alongside wore short pony tails I'm guessing due to functional utility i.e. similar style too this:


    but less 'fuller?' also pardon for my descriptive ignorance   :  )
  • HarlequinWerewolf
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    HarlequinWerewolf polycounter
    The new approach to the hair cards looks much better! As for polycount, 1/4 of the character is not unheard of in the current AAA climate. We've had tri limits anywhere from 5k to 100k so I wouldn't stress too much about tri count, especially for portfolio. Reducing tris or LODing hair is fairly easily done when you have a hard tri limit
  • Noren
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    Noren polycounter lvl 20
    Coming along nicely!
  • stray
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    stray polygon
    @HarlequinWerewolf, @Noren, thanks!
    sacboi said:
    From a male ex-forces perspective in a previous life, female operatives I'd worked alongside wore short pony tails I'm guessing due to functional utility i.e. similar style too this:
    ...
    but less 'fuller?' also pardon for my descriptive ignorance   :  )
    Yeah, you're right, it is probably too full/thick. Going to rework it.
    I'd like to keep the length though - I think it would be very "Unreal" thing to do, where even manly men can have nice hair flowing in the wind =D

    Here's what I'm thinking:
    The original ponytail is pretty high, but I'm going to lower it a little further still to make it appear a bit more "utilitarian".
    Curly hair reference (it seems to focus mostly on naturally curly hair): https://www.hairromance.com/category/curly-hair/


    I'd like to imagine that (if it were a game remake) I'd make her hair have three phases - undone (during the ship crash), quick pony tail, and maybe something like a dutch braid updo - as she explores, gets to rest in one of the villages and finds more time to re-assess her situation and prepare for the next step. That would go with new gear like pieces of armor and shield belt.
    ...none of which is going to be seen in FIRST person shooter anyway ='D
  • stray
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    stray polygon
    Somewhat more "moderate" pony tail version:


  • stray
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    stray polygon
    Added hairline and eyelashes.
    Had to readjust the whole hair mass quite a few times, because I kept putting the hairline too high. Then it occurred to me to just draw the line on the face with Grease Pencil so I could properly see where to put what.





    Current polycount: the hair is almost 40k out of 142.



    Before I make final steps and move it for final render to UE... if anyone is reading this: any thoughts, advice, critique would be most appreciated.
    Am I missing anything obvious? Should I go all the way back and remove these dark green "patches" from pants? Is her face really that weird or is it just me?..


  • pxgeek
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    pxgeek interpolator
    Looks pretty solid to me, great job!
    The only thing that jumps out to me is the lack of hair cards/geo for the eyebrows.
  • stray
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    stray polygon
    @pxgeek :open_mouth: oops. I'm so used to just drawing the brows in texture, that I forgot ='D




  • Firebert
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    Firebert polycounter lvl 16
    The growth in skill, patience, and determination throughout this project is inspiring.  Keep up the incredible work and dedication to the craft B)
  • pxgeek
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    pxgeek interpolator
    on fleek :smirk:
    Curious since i'm unfamiliar with blender: is the hair all stock tools or some add-ons?
  • stray
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    stray polygon
    @Firebert, thank you :)

    @pxgeek, well, it's "stock" in a sense that it's built with Blender's Geometry Nodes modifiers (a node-based system for procedural geometry).
    I have a set of simple modifiers for generating hair from splines for baking texture (there are some hair modifier assets that come with Blender, but I can never get around to study them).

    ...and another modifier for generating the haircards (and now pre-defined hairclamps) on a spline - with this the resolution of the resulting haircard is based on spline's resolution, while its shape is sampled from an unwrapped "uv source" mesh.
    The current version is messy though, because I was building it up as I went:


  • stray
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    stray polygon
    Finally exported the model with some test poses to UE and added hair material... kind of.

    I'd like to make some "portfolio" renders to wrap up the project for now. There are tons of things I want to fix and/or add, but this thing took much more time than expected, and I think it would make sense to take a step away from it for a bit before proceeding.

    Of course, the problem is I don't know much (anything) about rendering in UE, or what kind of renders I should make.



    I know that Blender's Eevee is very different from UE, but still wonder if I can get similar results. So far the differences are... confusing. Maybe it's SSS in skin material, maybe it's lighting, or maybe there's something about AO...



  • stray
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    stray polygon
    Okay, yeah, I did mess up subsurface after all. While fixing it, went back and repacked and reorganized all the maps. Also changed all the light and exposure settings. Should be a little better now.
    Boi, will there be A LOT of cleaning up to do after this! The project folder is almost 15GB with all the paranoia-fueled backups and various tests. Going to have to tidy it up for eventual "part 2" of this model.
    For now, still have to take care of a couple of small import/export accidents to address, make final render-friendly poses, setup the final-final light scenes... Unless I'm missing something, should be just one more update here, I suppose.


  • iam717
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    iam717 interpolator
    stray said:
    Boi, will there be A LOT of cleaning up to do after this! The project folder is almost 15GB with all the paranoia-fueled backups and various tests.
    Yup, these things get dang gone big and gets even bigger when you try to make a solo game, idk how people do it, perhaps they do not care to redo things at a point. Congrats on sticking to this, neat to see it come together, you have revived the gina.
  • stray
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    stray polygon
    @iam717, thank you :)
    ____________

    Phew, think that's that for the time being: Artstation

    It took a while trying to figure out the lighting and rendering in UE. Various exposure settings nearly killed me. Makes me really appreciate how friendly Blender is =D It was made all that much harder because of ill-timed hardware adjustments that messed up my screen settings - what are the chances it would happen now?
    In any case, one serious headache later, I got things working and ready to call it finished (for now). She really could use some props (like an Automag to heroically aim at things) and some NaPali enviro assets, but I'll just have to put it on the list of things to (hopefully) do in the next iteration.




    I've read prologue from Unreal manual and thought it would be a shame to make the Prisoner a "stoic space marine convict" type of character in terms of facial expressions. They seemed to me like someone capable of having fun as a normal human being, despite whatever experiences landed them in prison.
    So bonus EEVEE renders:





    Side-by-side (kinda makes me want to try making a lowpoly character, a Nali maybe, with vertex animation):



    Some days ago I came upon UnrealRedux project (by Krull0r) and my whole model suddenly felt so... bland. Like an unnecessary high poly amateur cosplayer. There is still some stronger style to be found for this project, something that would make it a little bit more like Unreal. Wish I knew what that was.
    Some exploration from before I started on the model:


  • pxgeek
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    pxgeek interpolator
    "She really could use some props (like an Automag to heroically aim at things)"
    Flak Cannon or bust.
    ____
    Turned out great!
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