isnt wrap more used to transfer existing topology onto a new mesh? say you have unified base topo for heads in your game, with wrap you can transfer that onto any newly sculpted or scanned head?
Hey thanks for the concice feedback! I did a head plane study for todays sculpt:https://polycount.com/discussion/comment/2790720/#Comment_2790720 Shapes are exagurated and proportions aren't aiming to be directly realistic, more-so just familiarizing myself with the universal planes. These were based on Follygon's…
Thanks Zak. I'll try that out. I'm very curious to know if there is a way to do it in a physically correct way. Can't get my head around why that's so difficult
You might find it useful to find an Asaro head model (these are all over, plenty of free references you can use). An asaro head simplifies the forms of the head. You can then grab just a single vertex at a time and get a feel for how much you can change the character just by moving a single vertex at a time. And the end…
Your thing is a tad short If you base everything of the head/skull ribcage should be 1 3/4 heads pelvis 1 head and head to ribcage distance is 1/3 head and ribcage to pelvis 1/4 head so you should end up with roughly 4 heads from top of the head to pubic symphysis You will have much higher chance of success if you use some…
(12/03/24:) Neil, our lecturer showed us a pipeline for creating the face/head with correct proportions. As I already sculpted a majority of the traits I went back to my previous one, but that pipeline made me realize that what was more out of proportion was the eyes, so I fixed and the head looks much better. It still has…