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>> No.656454 [View]
File: 644 KB, 500x900, witch-more-faces.webm [View same] [iqdb] [saucenao] [google]
656454

I have done more work on the face shapes, I'm now creating whole expressions and the I use masks to break them down with masks into separate shapes roughly based on FACS. Works pretty well and doesn't feel as abstract as trying to create the individual FACS shapes first and then trying to make them work as expressions.

>>656141
In my opinion a tiny penis would fit the character much better considering how he is always angry at the world.

>>656232 >>656277
I do handle my folds with shape keys, but I guess it works, would have never guessed from your in game screenshots that those are floating geometry.

>>656393
Just weight those swappable parts in your 3D tool, (soft stuff copy weights from base mesh and hard stuff just set the weight to a single bone) and removing/adding them at runtime shouldn't be a problem (In unreal set your base mesh as master pose component then the attached part will get all it's animations copied (the attached part doesn't need to have all bones only those that are relevant for it and it can even have additional bones to drive with physics or an animation blueprint).

>>656430
The light should turn on like a fluorescent tube.

>>656446
Sculpting without symmetry is great for practice because you are often sculpting the same things twice and have to go back and forth between them improving both sides. The base of his nose looks a bit twisted, but then I have seen real noses that are worse.

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