Decided to perform necromancy on an old project from a year ago.
God I& #39;m so rusty pushing polygons around, despite what my handle may imply.
God I& #39;m so rusty pushing polygons around, despite what my handle may imply.
Looking through the concept folder, it& #39;s certainly has had some iterations.
Mess& #39;n wit matcaps.
The matcaps are something I slapped together to test color not the final look.
The reflection is from a persona model rip.
The reflection is from a persona model rip.
Dunno. The proportions seem wonky to me...
But the more I attempt to work with the model the more stubby the limbs get. If I keep going it& #39;s going to turn into a nendroid.
But the more I attempt to work with the model the more stubby the limbs get. If I keep going it& #39;s going to turn into a nendroid.
I think next time I sit down with this, I may try to quickly deform the body to something closer to this sketch. I think this body shape has more of the spirit I& #39;m going for.
As is, I feel like I& #39;ve wandered into some sort of lumpy, Lalafell.
(Time for bed.)
As is, I feel like I& #39;ve wandered into some sort of lumpy, Lalafell.
(Time for bed.)
Oh dood! This is pretty close!
Gonna have to get a hold of these assets from persona q and see if I can try and match the shape a bit.
Gonna have to get a hold of these assets from persona q and see if I can try and match the shape a bit.
Yeah, I think I& #39;ll roll with these proportions. Next time, clean the mesh up from all this destructive deformation. (Close seems, smooth out mesh, etc)
But we& #39;ll see how I feel about it by then.
But we& #39;ll see how I feel about it by then.
The shin:femur ration seems wrong. Like the knees are too high up. Maybe that& #39;s the shirt playing tricks on me.
Oh well, things to see with fresh eyes.
Oh well, things to see with fresh eyes.
Ended up spending a good while doing some costume changes and minor body/face reshaping.
Hair retopo is going to take a loooong time.
Hair retopo is going to take a loooong time.
Hair retopo was a paaaaain.
Prepare to cringe at my wireframe.
Prepare to cringe at my wireframe.
I remember when I used to care about poly count.
Innocent times.
Innocent times.
Abnormal normals.
It& #39;s been a long time since I got my manual UV& #39;ing on.
I could certainly pack these tighter if I didn& #39;t need to keep them to their own quadrants, but I got plans. Same with the grid alignment. Usually an unfold is good enough. Again; Got plans.
I could certainly pack these tighter if I didn& #39;t need to keep them to their own quadrants, but I got plans. Same with the grid alignment. Usually an unfold is good enough. Again; Got plans.
Time to write the shader! I& #39;ve been eager to dig into this part.
This is a mockup of how the material will colorize, but there& #39;s so much I want to try out with this one.
Tweaks to outline. Pushed away from camera view a bit to reduce intermodel clipping.
Added a 1-frensel mask to eat away at AO texture just a little bit.
Gradients are from a secondary UV channel with an offset V ramp. Zero Banding!
Added a 1-frensel mask to eat away at AO texture just a little bit.
Gradients are from a secondary UV channel with an offset V ramp. Zero Banding!
Not sure how strong I want the attenuation to be. I think subtle is better.
I& #39;m drawing the comic, but I keep alt-tabbing to my shader to poke at it.
Attenuation adjustment now merges with the AO mask. I like the look. Reduces that 3d feel.
Attenuation adjustment now merges with the AO mask. I like the look. Reduces that 3d feel.