That's looking really nice, Rubus. Absolutely love the concept. I fear you may be right about the braids though, you may want to think about something with a bit more thickness to it.
This is getting pretty annoying... I managed to bind everything right, imported it successfully on the right place, but there's still a problem (as always). If I select the LOD1 on both in-game and portrait geometry, it import it flawlessly, but with the LOD1 geometry on portrait of course. If I try to import both LOD1 for…
Yeah sculpting is probably my weaker suite right now. Here's the normal map and a idea of what the sculpt looks like: I'll probably read up more on defining volumes and tackle the high poly again. Thanks for the advice.
I really dig the profile silhouette, rubus, but i'm kind of put off by the shape of the head from the front. Sculpted and textured it might not be so odd, but right now the shape is a little....bonnet? looks like an awesome start though.
i typically use a combination of clay tubes, dam standard and trim dynamic, but that's more to get the shape of larger chunks of hair, especially for something stylized...i love that hedgehog(?) on the club right now. It amuses me deep inside.
@TVidotto: I'm struggling to get the cape skin weights right, I fear I won't finish the promotional stuff in time unless you use 23:59 from -3 hours GMT as deadline D: What I do?