Retopo and UV's done. Thankfully the inside of the mouth baked well without too much fuss. Kept poly count to about 8k, as there is gonna likely be a lot of fur cards. About fur, I am going to experiment with baking from xgen geo vs a multipass shader + fur cards approach. Seems like a lot of pro's are using xgen and then…
Durga will be in the same style as the tiger -- basically as realistic as I can manage. Although she's got a ton of details with the saree and the jewelry, I hope it won't take me as long the tiger since I have more or less done everything before that I will be doing with her. Not too much to experiment with, I should be…
damn, those shoulders are kind of shrugged a bit too much aren't they? I am actually changing the position of the arms a little bit right now so it's a good time to fix that. the hair is hair cards. I just baked the maps from fibermesh. Rather than xGen which seems to be more popular. But even doing simple stuff in xGen is…
Still working on textures... trying lots of different methods but have yet to find a good solution. Fibermesh baking is too inconsistent. I think I've got a better plan dialed in, involving xgen... Anyway, made a real quick rig last night just to dink around with some posing. I'll probably deviate from the original…
Ok, after much experimentation here is the pipeline for fur textures: Zbrush -- polypaint the hipoly model (tip -- brush > automasking > colorMask is extremely useful for blocking in color without messing up stripes). Fiber mesh a short fur layer which is mostly uniform. Fibermesh draws color from polypaint. Fibermesh a…
7 march -- got textures done using fibermesh and got the main volume layer blocked in. Slow going with lots of experimentation as this is my first time attempting high quality hair. I watched through Adam Skutts hair tutorial using xGen but... xGen is fucking complicated and seeing the end result I realized I can get as…
Got the base fur texture done. That was a chore and the workflow definitely needs improvement, but I couldn't find any other way to get the results I wanted. Did quite a bit of experimentation in xgen and arnold, but that was too deep of a rabbit hole for right now. So I just stuck with the original plan, though it was…
I'll be sure to do that. Won't be until after I'm finished though cause I'm using all my brain juices figuring out a lot of this as I go along. Unreal seems daunting at first but if you try out some of the tutorials on basic material creation from Quixel on youtube, you'll probably enjoy it alot. Coming from Unity…