I’m not sure I want to do any more significant changes to the skin though. I sort of really like the way it looks now. I baked in some subtle details I sculpted onto a normal map, but nothing too crazy like adding in pores, roughness and such.
Also eye color, skin color and hair eventually, all driven by object color. You have no idea how much time that saves.
Nah, blender internal, by some miracle I can run 2.8 with just barebones integrated graphics but still eevee makes my system go into cardiac arrest. I’d upgrade but the pricings are through the roof down here, I have to live on less than $200 a month and pay these damn taxes maan.
Okay, added teeth and hair. Some facial animation too, right now we have an emotional range just barely bigger than Steven Seagal’s, but good enough for now. I’ll keep working on it. Oh and by the nine divines I need to add eyebrows! All in due time.
Totally not lowpoly, I’ve given up on that. Making stuff as detailed as I can is my main thing now.
This character is about 20,000~ tris with hair, eyes, teeth and all, around 3,000~ tris on the lowest level of detail. UPBGE can handle some nasty poly counts so not a huge worry if I use manageable texture size, simple shaders and minimal post processing. Also the rig is pretty optimized and so are the animations.
Now the thing is obviously I can’t push stuff like this en masse, and so I won’t. My original game idea meant a world too big for me to finish on my own and having thousands of objects onscreen; not manageable. I’m scaling things down and making it cuter to compensate. Smaller and easier on the eyes is the core mantra here.
Right now I’m inbetween recording an album so not a lot of time left for much else. The burn-out is real maan. Anyhoo I’m redoing the player controller and making some fancy animations.