quick breakdown :
1. i freshly learned character creation process from block out till rigging , skipped weight paint cause of hate .
2. i decided to repeat it 4 times as its my way to learn .
3. generated refrence in style i want and start repeating the lessons .
i also took my time at stylized texturing and learnet alot on my way to game industry, project was quoted " LEARN BY FAILURE " , and so i did , i understood baking and the technical stuff about charcter creation , and preparing to game engins .
further will come
ุงู ุดุงุก ุงููู
clean bake
6. applied stylized workflow , stylized station saved me alot , in addition to others .
7. finally published , as megamind said : presentation .
what would you with a model no one will see .
8. alot happened in the process , but i pushed off many things to be able
i also took my time at stylized texturing and learnet alot on my way to game industry, project was quoted " LEARN BY FAILURE " , and so i did , i understood baking and the technical stuff about charcter creation , and preparing to game engins .
further will come
ุงู ุดุงุก ุงููู
took about a week through this course of events and personal home conditions and family sickness i reached conclosion that i had only one option to overcome , that option is TO DO , instead of studying and observing i found best way to learn is by applying .
a leap of faith .
Adjusting curvature layer while filtered on display to have better control on edges
And a lot more .
I'll need again as much as possible to learn and master all by practice.
The importance of naming including suffix for _HP _LP , for high and lowpoly auto track meshes .
Stylized texturing and pbr workflow
Opacity map in sus painter and Stylized glass .
Stylized texturing in sus painter , and the importance of blur and blur slop filters .