@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…
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…
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.
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…
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…
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)…
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…