I would say that if you're an environment guy who is not that experienced in character art, you should stick with realistic anatomy for this sort character's body/muscles etc, but feel free to go nuts with head/hooves (look at goats, cows etc. for those). Get lots of good reference and follow it as closely as you can. Here…
I feel like the lighting is a big enemy at this stage-- I'd recommend bringing it into Unreal and mocking up the lighting, and seeing how things look then. I think the wall is probably too bumpy, and I'm used to lace tablecloths having borders around them, where yours just kind of tiles and cuts off sharply. My other…
It's a case of "it depends". Here on UE5 Manny (top), the transition from soft parts to hard panels is continious, achieved with a very precise placement of loops perfectly following the transition (and therefore also dictating the ID/texturing mask, which ends up being nearly per-polygon hence very clean and robust). Yet…
Hi I'd like some feedback and advice regarding my generated and baked hair. I've followed two courses now - one by Johan Lithvall and another by Andre Pires, which is a very similar workflow to Johan's. However, with the hair I've made, and since, mine always looks like straw. :-\ I've even tried adjusting the shader in…