Hi! Just wanted to share a little about the 3D I've been back to lately.
So a few months ago I was working on a base mesh but I got stuck because I had run into the big issue of it simply looking far too ugly, and at the time I had no idea how to fix it. I talked with a friend who's more experienced with 3D and they gave plenty advice including how to rip models from Unreal games to examine them closer, which I did and it really gave me insight to how other developers really capture that anime look in 3D. So after referencing a model plenty to fix up my own model's anatomy, I came up with this. I also noticed how clothing models actually look before any rendering in engine is done, something like a soft cloth ribbon would basically look like a wavy slice of blocky cheese. Now I won't get discouraged with unsatisfactory looking geometry for clothing knowing that there are multiple facets in play to make it work by the end.
I'm feeling quite happy with how the face is looking even before textures and shaders are created for it. I'm still In the middle of sculpting the clothes for her as well but I'm feeling pretty optimistic about it all. I optimized the topology of the model to make sure it's a low count and will be ready for animation as well so I'm really looking forward to that.
This base model should be suitable as a starting mesh for more character's I wish to create in the future so no more starting from 0 from here with 3D thankfully. Blender and 3D has so much to it for me to just get results in a day so my old mistake with it was trying to rush it and get something decent out of it. I'll have to learn substance painter too very soon (which was quite expensive at 200 USD...) to learn how to paint my own textures onto models. After that comes the rendering & shading logic for materials. I really look forward to showing you guys this completed model soon. This time I have a much better idea of what needs to be done from here.
Koni Toon
2024-10-29 02:47:23 +0000 UTCA1X
2024-10-29 02:17:05 +0000 UTC