It violates the basic principle of working on projects: first the basic functionality is done, only after that the artistic decoration.
Here I realized skin and hair at once.
Shaders are very non-trivial to transfer from Blender to the engine. That's why I used already ready developments (assets) for the engine.
It turned out that taking elements from ready-made projects, in principle, is a working option. But sometimes you need refinement.
Used programs:
Godot_v4.3-beta1
- Skin shader is taken from gd-character-creation. A little reworked because of shader changes in the new version of the engine.
- Hair is taken from Marschner-Hair-Godot.
- Female character: "Basic female" by Joel Palmius.
- Male character: standard MakeHuman ("Caucasian male").
- Textures are standard MakeHuman:
- Middleage Caucasian Male
- Middleage Caucasian Female
Switching models: "Spacebar" or "Enter".
Camera rotation: LMB
Exit: Alt + F4.
Basic_model_0.0.2.exe 155 MB
Links:
- Code: Select all
CRC32: B47F224A
MD5: 556631EB11911EE88C975FD858B9054D
SHA-1: C2DC4634F953EC3B1536D5814AC2826B35C806DD