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.
Looking through the concept folder, it& #39;s certainly has had some iterations.
Mess& #39;n wit matcaps.
Certainly been a lack of polygons on this feed for some time.
The matcaps are something I slapped together to test color not the final look.

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.
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.)
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.
It took a lot of lattice deforming, but I was able to get close.
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.
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.
Only had time for a little mesh clean-up tonight.

Next is hair retopo.
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 was a paaaaain.
Prepare to cringe at my wireframe.
I remember when I used to care about poly count.

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.
Started some texturing.
Are you winning, son?
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.
Lunch Break Shader Test:
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!
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.
Simple rim control added as well as stylized smoothness (Hotspots yo!)

Metallic is next. (Gonna use a matcap)
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