https://gyazo.com/834b89d825c203a4c80329bf9a2bc8ab
https://gyazo.com/834b89d825c203a4c80329bf9a2bc8ab
After a day of private matters I've returned to the dragoness, and here I have tried out a new way of prototyping, I decimate her current mesh, bake out a color map and import her to Unity.
Why would I do such a thing? Shouldn't I wait until everything is finished and import her then. Theres been a problem for a while in that Zbrush, Blender and Unity uses different FOVS and stuff like that, and often when I've imported the final meshes to Unity it has always pretty much been a moment of "..well.. that wasn't really how they looked in Zbrush and Blender :/"
So now I want to try to add more time juggeling back and forwards before there's any final mesh seeing how their shapes will look in unity in advanced, I beleve it can be worth the extra effort in enusing that the vision of the characters are solid throughout the whole process.
Also: I've done a "generic" eyeball mesh and textures here. The eyes up to this point has been improvisational playing in what works and what doesn't, but now I want to standardize it in shortening down the pipeline.
I hope that people will notice they look like an improvement from the last characters :)
-Dogson
FurryVNE Team
2016-05-01 21:12:04 +0000 UTCDrake Black
2016-05-01 03:15:41 +0000 UTCVawkis Silverfall
2016-04-29 22:57:10 +0000 UTCryu lee
2016-04-29 20:00:00 +0000 UTCFurryVNE Team
2016-04-29 19:56:49 +0000 UTCryu lee
2016-04-29 19:54:11 +0000 UTCWaves
2016-04-29 19:50:22 +0000 UTC