Thank you for replying! I think you’re right about the groundwork, though I do understand the beginning steps, the character design, the base mesh modelling, the body sculpting, and basic UV unwrapping and texturing (which is as far as I am now, I am about to go in and unwrap and texture the character’s skin, and the topology is quite good, so I don’t think retopology is necessary.) I am happy with the basics of all of that.
Where I am unsure, is what comes next? I suppose my plan is that
- I would like to give the character eyelashes, eyebrows and hair with particles, the basics of which I am quite happy with too. They need to be textured too and nodes are fine enough.
- Then I would like to sculpt the clothes and apply physics in blender, I would like to make cloth and hard armour, and whatever material effects I can achieve like lace, leather, fur etc. for costume accessories. Then comes the question - must I retopo the clothes and armour? Or if I do it in such a way that the topology is good, it should be fine? I just haven’t looked into it deep enough.
Then for animation, must the clothes be joined to the character?
- Then comes the clothes UV unwrapping and texturing which I guess is fair enough, I’m happy with materials.
At that point would it be ready to get rigged? I’m assuming theres stuff then for animation on like shape keys and baking that I don’t understand yet but does that sound like a good plan so far?
This is where the character is so far, shes got eyes and the inside of the mouth but for animation, must they be joined to the character body?
I would like to get her somewhere to this (not exactly the look I would like to go for, but there are similar elements), and suitable for animation production. Ambitious I know!