
Note to self: Work on your titles...
Quick pass with plain shaders to get a better idea of how various changes will look with final colors. I felt like a change, so I used more sunny, yellowy lighting. Since UV maps haven't been built, the shaders are applied directly to geometry, creating an even blockier transition between different colors that are not part of the intended final pass of shader/texturing.
The holidays were a great time for productivity, but not so much for regular updates. I forget what I've detailed, so here's everything from 12/31 to today. It's all on display in this review image
Model updates since 12/31:
[+] Tweaks to the cheeks, eyebrows, and eyelid topology
[+] Improved eyelid and eyebrow wire deformers, added cheek wire deformers
[+] Improved topological flow of the mesh around the nose
[+] The whisker bulge thingies (forecheeks?) curve towards the front, lips and nose a bit better; overall shape enhancements. Some adjustments to the lips there as well.
[+] Major improvements at the corners of the mouth:
_____[-] Repositioned skeletal joints to make the mouth open/close better
_____[-] Cleaned up the topology
_____[-] Added Jaw Wire deformers and better lip wire deformers
_____[-] The mouth closes properly now! No more wonky clipping issue! (not pictured, because I wanted to have the tongue out.)
[+] Whiskers!
_____[-] Individually pose-able, with a wire deformer for each whisker.
_____[-] The current shader experiments with some funky effects like choosing color based on the ratio between the surface normal of the target pixel and the normal angle of the render camera. With a bit more tweaking, I hope to create a sort of rainbow glint on the glossy portions of the edges of the whiskers (areas currently green and maybe yellow, in the image.) Would be cool if I could project the rainbow as a caustic effect, ala chromatic dispersion (the little rainbow that prisms generate) but I'd have to fake it.
[+] Reshaped the Ears a bit.
[+] Progress with the eye veins experiment, but I'm not happy with it yet.
Quick pass with plain shaders to get a better idea of how various changes will look with final colors. I felt like a change, so I used more sunny, yellowy lighting. Since UV maps haven't been built, the shaders are applied directly to geometry, creating an even blockier transition between different colors that are not part of the intended final pass of shader/texturing.
The holidays were a great time for productivity, but not so much for regular updates. I forget what I've detailed, so here's everything from 12/31 to today. It's all on display in this review image
Model updates since 12/31:
[+] Tweaks to the cheeks, eyebrows, and eyelid topology
[+] Improved eyelid and eyebrow wire deformers, added cheek wire deformers
[+] Improved topological flow of the mesh around the nose
[+] The whisker bulge thingies (forecheeks?) curve towards the front, lips and nose a bit better; overall shape enhancements. Some adjustments to the lips there as well.
[+] Major improvements at the corners of the mouth:
_____[-] Repositioned skeletal joints to make the mouth open/close better
_____[-] Cleaned up the topology
_____[-] Added Jaw Wire deformers and better lip wire deformers
_____[-] The mouth closes properly now! No more wonky clipping issue! (not pictured, because I wanted to have the tongue out.)
[+] Whiskers!
_____[-] Individually pose-able, with a wire deformer for each whisker.
_____[-] The current shader experiments with some funky effects like choosing color based on the ratio between the surface normal of the target pixel and the normal angle of the render camera. With a bit more tweaking, I hope to create a sort of rainbow glint on the glossy portions of the edges of the whiskers (areas currently green and maybe yellow, in the image.) Would be cool if I could project the rainbow as a caustic effect, ala chromatic dispersion (the little rainbow that prisms generate) but I'd have to fake it.
[+] Reshaped the Ears a bit.
[+] Progress with the eye veins experiment, but I'm not happy with it yet.
Category Scraps / Miscellaneous
Species Unspecified / Any
Size 960 x 1280px
File Size 936.1 kB
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