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Anonymous at Sun, 2 Mar 2025 21:45:51 UTC No. 1008493
how much of a good looking model (specifically character) would you say is dependant on the actual model itself vs shaders, textures, compositing etc? i cant tell if im overthinking and focusing too much on trying to get my models perfect without any other factors or not
Anonymous at Mon, 3 Mar 2025 04:35:33 UTC No. 1008522
>>1008493
That could've gone in the dumb questions thread. A blendersux thread dies for this.
It depends on the look of your game or animation but think of it as a whole, te tures and shaders are part of the model and one informs the other
Anonymous at Mon, 3 Mar 2025 23:42:10 UTC No. 1008582
>>1008522
This
I always encourage people to add features (eyebrows, hair and such) earlier that they typically do, and refine everything all together.
Anonymous at Tue, 4 Mar 2025 05:45:08 UTC No. 1008595
>>1008493
https://youtu.be/uUqQw6VpFP8
Anonymous at Tue, 4 Mar 2025 12:30:37 UTC No. 1008610
there are 3d characters made out of dybamic planes which auto adjust based on camera position driven entirely by the shader. there are 3d characters that have elaborate geometry and only the most basic shader.
Anonymous at Tue, 4 Mar 2025 17:22:51 UTC No. 1008633
>>1008493
Around 60-70%. A face with shitty anatomy will still look wrong even with the best shading and textures.
If the character is well sculpted, then you can get away with shittier textures and shaders, but rarely the opposite is true
For characters usually the rule is: A very well sculpted model is the most important step to a very good looking final product.
Anonymous at Wed, 5 Mar 2025 18:28:35 UTC No. 1008667
>>1008493
As someone who's worked 3D graphics since 1999 I would frame it like this:
Materials and shaders are at least equally important as having a quality asset in terms of geometry for contributing to the final result.
When it comes to materials then authoring your shaders is often of equal if not higher importance than the quality of the textures themselves.
Reason is a high quality shaders will mimick the look of certain materials with just flat colors and math floats for spec gloss/rough metalness return etc.
But this answer will alter or look different depending on what it is you do. PBR, NPR, some legacy style etc.
Many legacy videogame art styles common in the PS2 era have styles where almost everything is determined by texture.
Other styles is 100% shader and don't even use textures.