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Anonymous /v/716295976#716410536
7/25/2025, 5:17:20 PM
>>716409645
>if you want to do it cheap
I prefer to go as low without excess, though I have a habit of adding extra loops to cheat. But I also don't like doing it in case I forget to document what that loop does, so readability so you immediately know what everything does on the base mesh is good I think.
>f your game has a "realistic" style then yeah, pulling an HL1 and moving lip flaps with the audio clip probably makes sense.
I always liked doing something in-between realism and anime, something like what Final Fantasy dose. I'm just trying to figure out what is the bare minimum number of loops I need to get the full range of keyframed facial expressions and muscle movements for a reference sheet, especially so that the model looks more "alive" in closeups. That model of Asuka was not the first such case study, but it was the first attempt at transplanting that topology onto anime.

The biggest thing that always fucks me up is how to go about doing the nose, neck muscles, sternum, nesolabial fold, upper lip, and so forth. Hoping I can sit down and iron it out today.

At some point one must realize there isn't necessarily a "right" way of doing things, you can still ship something that isn't done "right" and still make progress or ship a finished product.