![]() ![]() ![]() properly do hair - it's just scale 0 bones on the bangs and rotated scaled polytail - good cheap hack, but could look better weight painting overall is a bit jank, especially on shoulder. pant legs look boring - i think some embroidery on the sides / pattern is necessary and it helps the original concept a lot, so my bad for deviating there Got a really good texture coverage as a result (0.93 pog) the UV's are quadrangled and arranged to enable detail tiling (and high coverage), in order to hold up to extreme close up scrutiny in VR. looks too military and a bit out of place with the direction I went with materials. made the cape but ultimately didn't like it. ![]() It's a curve made from the edge of the mesh, and I transferred the vertex weights of those edge vertices to the corresponding loop. this needs to be the absolute last part to go on IMO. the seam piping on the edge was the last thing to go on. some of this was down to triangulation, which I did some manual work on, as seen in the wireframe there are some triangulations in the main base to force the cloth direction. for whatever reason this was a pain to bake + still has some odd normal artifacts. this made it much easier to get a silhouette closer to the original (butt 2 big) was difficult getting it to fit to my body so I ended up just masking the body out except for the hands and feet. had fun with this one, really different from stuff I'd normally make.Ĭloth sims made up a lot of the work - started with a clean quad blockout mesh, sim'd parts as required. Week one of my personal challenge, outfit / costume a week. ![]()
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