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I've done some updates to the characters' faces and textures and I'll post the rest of them here later. For now here's Evan's updated face(2nd pic). The difference might be a bit jarring especially if you see them side by side.

I've migrated to the new hair system in blender. The old one was the very first one I made for this project. It was a hair-card based hair(meaning hairs are rendered as groups on each 'card' that is put on the hair as geometry - its lightweight and fast - it's how videogame hair works. The new system has actual geometry on each strand and is able to receive better textures. It is geometry-node based as well and reacts better to lighting. But is not very fast in realtime because its heavy.

The ginger-ness is much more obvious now, but it looks better in different lighting scenarios. I also really intended for him to be this ginger but toned it down in the original because the hair-cards I made didn't look good when colored lightly....

The eyebrows are the same, just colored differently to match the hair.

I repainted his facial hair. Because the older one was just ugly....The new one matches the color of the rest of his hair-which makes him even more ginger. I might put actual geometry hair there if it doesn't render well, but for now it looks less painted on than the previous facial hair.

I also updated his skin to bring out the details more especially in the highlights. In this regard, I also stopped denoising my renders. You can see the difference here - the 1st had been denoised, the 2nd wasn't. (The difference is noticeable in the darker areas like his shoulders. - The lost details in his face aren't so much the denoising but the older texture.) I've thought about adding a film-grain to my renders, and realized - why not just stop denoising altogether and keep the natural grain.

Anyway, what I do miss the most was the double eyelids(the crease on your top eyelids)...I think I'll bring that back, though it's absence is not very noticeable.

That's all for now.

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RealLuke

wow great