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๐งต Untitled Thread
Anonymous at Wed, 10 Nov 2021 13:04:08 UTC No. 861278
First attempt at creating a realistic-ish character for my horror game (previously i only made meme psx style), why does it look so empty? also how to make better face textures?
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Anonymous at Wed, 10 Nov 2021 13:04:41 UTC No. 861279
>>861278
btw this was the style i was going for
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Anonymous at Wed, 10 Nov 2021 13:29:53 UTC No. 861283
>>861278
If you don't projection bake sculpts and mats you obv have to paint in all the shading yourself. If you go for legacy artstyles basically you trade having to learn to sculpt well for having to learn how to paint well as your barrier to entry for replicating the look of the era.
You basically wanna drop shadows and highlights into your texture so it look like a GI bake, basic shadows and highlights as if lit from above (since most light tend to be overhead, sun lamps, streetlights etc). A shading similar to how people paint minature warhammer figurines so you can watch some tutorials on that to get the idea of what to do.
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Anonymous at Wed, 10 Nov 2021 13:33:19 UTC No. 861284
>>861283
I did do bake from a high poly mesh but i guess i did a piss poor job at it. Should i just make the folds more visible?
Anonymous at Wed, 10 Nov 2021 13:36:13 UTC No. 861285
>>861284
anon, when the character walks, the folding on the clothes will change every frame. Have you taken that into consideration?
Anonymous at Wed, 10 Nov 2021 13:38:00 UTC No. 861286
>>861285
Of course it fucking will, how am i supposed to simulate that while also having decent performance??! Even newest AAA games dont do this. Stop messing me about
Anonymous at Wed, 10 Nov 2021 13:41:16 UTC No. 861288
>>861284
Yeah look at reference material and rework your fold geometry, denim have very geometric crinkles and folds, those are more like a pair of silk slacks that hang softly on his pants.
>>861285
That doesn't matter much, it'll look plenty believable as long as the folds are in the right place.
Anonymous at Wed, 10 Nov 2021 13:42:47 UTC No. 861289
>>861288
thanks bro, i dont think i will change this model again but will definitely apply this to my future models.
Anonymous at Wed, 10 Nov 2021 13:43:33 UTC No. 861290
>>861286
>how am i supposed to simulate that while also having decent performance??!
simulate offline then change the texture each frame. This is your hero character.
Anonymous at Wed, 10 Nov 2021 13:45:44 UTC No. 861291
>>861290
I cant be bothered (mainly because i dont know how to)
Anonymous at Wed, 10 Nov 2021 13:47:14 UTC No. 861292
>>861291
what engine are you using?
Anonymous at Wed, 10 Nov 2021 13:49:13 UTC No. 861293
>>861292
unity
Anonymous at Wed, 10 Nov 2021 13:50:43 UTC No. 861294
>>861293
wow.
Anonymous at Wed, 10 Nov 2021 13:52:46 UTC No. 861295
>>861294
what is that supposed to mean? I am a solo dev.
Anonymous at Wed, 10 Nov 2021 13:56:20 UTC No. 861297
>>861295
you cant even change a texture. Don't call yourself a dev - you make this entire industry look bad
Anonymous at Wed, 10 Nov 2021 13:58:11 UTC No. 861299
>>861297
who said I couldnt change a texture? I just havent ever tried any kind of simulation before. Malignant little shit
Anonymous at Wed, 10 Nov 2021 14:05:30 UTC No. 861301
>>861297
Not Op but do anyone know exactly how those systems work? I understand how it mixes textures but how is it set up to fade over to only the limb that currently bends?
Like the horses in Red Dead 2 and their musclemaps for example, how do you trigger normalmap crossfaces for only one musclegroup at the time? Do they have lot's and lot's of maskmaps tied to the articulation of each set of bones?
Anonymous at Wed, 10 Nov 2021 14:08:06 UTC No. 861302
>>861299
even any raytraced rendering is a simulation you idiot.
Anonymous at Wed, 10 Nov 2021 15:36:46 UTC No. 861307
>>861301
I don't know for sure, but think about it: a bone is skinned to the mesh and the information is stored on the vertex - so if you could extract the data from the vertex directly you don't need extra maps. You could just program some logic into it and say if this bone rotates more than this angle blend into this normal map and use the bone influence as mask. You could easily create more complex conditions and use bone chains and their influence.
Anonymous at Thu, 11 Nov 2021 12:30:32 UTC No. 861482
>>861278
Sneed
Anonymous at Thu, 11 Nov 2021 12:52:42 UTC No. 861487
>>861278
Use photoscanned face texture to make it realistic
>>861279
If you want to add wrinkle then I suggest to make diffuse wrinkle using grunge texture. Don't forget to add ambient occlusion to base color and lighting texture to make it more believeable
Anonymous at Fri, 12 Nov 2021 00:46:50 UTC No. 861578
>>861279
this one looks soulful desu
Anonymous at Fri, 12 Nov 2021 06:05:36 UTC No. 861605
>>861578
yeah hopefully with practice I will reach that level.
Anonymous at Mon, 15 Nov 2021 07:08:38 UTC No. 862184
Overall this is a pretty good result. You seriously need to rework the head though; right now it looks like a smooth oval with a nose. Anatomy for sculptors is a fantastic resource. Another thing is you should probably reduce the thickness on the shirt, those straps are way too fat.
Anonymous at Tue, 16 Nov 2021 11:43:46 UTC No. 862412
>>861290
>>861301
Unless you're somehow a AAA developer with a dedicated 3D rigging department, just forget about all of that, bake your highpoly cloth detail to a normal map and call it a day.
Game development is all about being practical. If the people playing your game are starting to zoom in on your character's trousers to check if the fabric is deforming realistically, then something went horribly, horribly wrong with your game.
Anonymous at Tue, 16 Nov 2021 12:23:47 UTC No. 862416
>>862412
you simply dont know what you are talking about
>Unless you're somehow a AAA developer with a dedicated 3D rigging department
>implying it takes multi millions of dollaroos to set an expression based on joint angle "line of action"
>implying there is a 2D rigging department
> If the people playing your game are starting to zoom in on your character's trousers to check if the fabric is deforming realistically, then something went horribly, horribly wrong with your game.
Its 2022 - nobody wants graphics from the 80s anymore. People have 4k, 144hz displays now, whether you want to accept it or not. Your hero character takes up a lot of screen real estate and if he or she moves and the clothing doesn't keep up it looks terrible. No excuses not to learn how to shade properly.
Anonymous at Tue, 16 Nov 2021 13:50:39 UTC No. 862438
>>862416
Well, I mean if you say so, then it must be true. I guess I was wrong. Sorry about that.
Anonymous at Sat, 20 Nov 2021 13:15:06 UTC No. 863388
>>861278
looks like if Vin Diesel was in a ps2 game and also a sex offender
Anonymous at Mon, 22 Nov 2021 10:26:57 UTC No. 863841
>>862416
Are you homosexual?
Anonymous at Mon, 22 Nov 2021 14:23:35 UTC No. 863874
>>863388
kino
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Anonymous at Mon, 22 Nov 2021 14:30:35 UTC No. 863876
>>863388
>>863874
unironically kino, i cant see this as an insult to OP's work because it only adds to it
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Anonymous at Wed, 24 Nov 2021 07:38:42 UTC No. 864290
>>861278
paint wrinkles, more specific grime (tailored to whatever place your horror game is in), really just crack out in substance painter.
redo the paints, actually add some anatomical detail to the body.
if you want face texture literally just take a pic of someone and project it onto the model (could mutilate character creator face scan)