jujube wrote:That flesh material is really, really realistic
And very fun to do
If you meant the flesh wounds, I took a few images of real wounds, prepared the images as brush by erasing the edges to alpha and use them as a stencil, different rotation, size and strength made alot variations from only one image. I painted on an alpha image and mixed it with the skin in Photoshop and added some outer glow in a red tone #dd9f93 to simulate the pink healing edges. It was hard to stop but I did't want Aksel to look like a zombie
- Basal cell carcinoma?
- Knee
wolgade wrote:Well done. I really don't want to meet this guy in real life.
Aksel is a psychopathic, never got that barbiedoll he always wanted when he was a child, therefore hate everything and everyone, full of testosterone and a complete loser. He has an enlarged heart but that wont make any difference
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wolgade wrote:As far as I can see this is much more than texture work. The muscles are real geometry. Did you create your own proxy or did you use the existing muscular proxy and created some shape keys?
So far I only used the default (none) topology as that is my favorite. I haven't tried making an own proxy yet. The only mesh muscles is what's delivered from the muscle sliders. Then I have added some custom targets on the face like deeper nose holes, and made the part under the nails to fit my nails better.
I have earlier tried the "Male muscle 13290" topology but it have some big UV errors I don't like. The "Female generic" and "Male generic" have also UV errors, look at the toes, which I could correct afterward but that wont suit my workflow.
The rest is small adjustments with corrective shape-keys, I tried to avoid that but in the end it was necessary on the elbows and knees, and to lift the chest a bit when raising the arms. These shape keys is not the best and someday I maybe put more effort on to them.
To smoothen the deformation I use the modifier "CorrectiveSmooth" and weight painted a vertex group to avoid smoothing the corrective shape-keys and some other parts.
As using the same topology it is easy to transfer vertex groups and shape keys to other characters, but sometimes the shape keys need character specific adjustments.