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Anonymous /3/1006048#1008366
2/28/2025, 8:53:56 AM
>>1008364
the hardest part of all this is going to be how you build up the model. if you're doing this with references it won't be too difficult, but you should honestly look into how you plan to texture and render the model as well. for example, the topology of the model is usually brought up for animation, but shading it is going to be a pain if you don't add loops in certain areas of the face. or you could use light threshold maps on the face. it's really a matter of preference there, but nowadays threshold maps are easier to adjust for an artist since they can paint in the shadows.

so with that said, if you wanna model things properly, think about the angles you're looking at the model and what silhouette is important. the jawline, the cheekbone, the forehead, your tutorials should cover that. if not, then you're at the mercy of your reference material. id suggest looking at the guilty gear gdc slides. they're really useful at expressing a ton of info. it might be more autistic than you need it to be, but i think it's hella valuable.