Added a holster for the gun and a scabbard for the sword. Also added them to the rig for posing, which worked surprisingly well. Will probably add some belt pouches and then start refining the design.
I’ve been working on the retopo over the last few weeks, probably around 80-90% done now, excluding props. I am seeing quads everywhere now.
I probably went a bit overboard on the level of detail, but I did not set a polycount target initially and I guess ~30k is acceptable for a 3rd person game main character. The hair was really grueling to do and took forever, as it seems to be a mess of shapes intersecting randomly, but I hope it will be worth it in the end.
I really love this. At first I wanted to say, girl of cyberpunk is Cirilla but then I looked at her face and the verticles and its so beautiful. Hats off. I mean it.
There was a weird bug where a large amount of vertices were not selectable anymore after entering and exiting weight paint mode, so I had to workaround by exporting to FBX and re-importing. Oh well, I suppose that’s what I get for using an unstable alpha version of Blender.
Here is my current material setup. Definitely needs some cleanup.
Sure. I use a very simple setup with three area lights and an irradiance volume, like this. I basically have a main light, a fill light and a back light so the back side isn’t just dark.
Long time no update, but I finally cleaned up the material and implemented a layer system that lets me keep everything editable and non-destructive and easily bake out all of the maps for realtime use.