So, for this week, I spent a lot of time not accomplishing much on fixing Aurora's normals.
To start with, I finished the color mapping for her textures, and made a few small edits to her interior lines and slight mesh changes.
For the color blocking, the finished product ended up looking pretty good so far.
The interior line method works wonders for defining edges and details, like the folds in the cloth, or the edges on the armor.
Testing the new shader, it looks great in motion too. the edges are crisp and for only doing basic smoothing on the normals, the shading looks super clean.
For the line and mesh changes, I thickened the line definition on her face, added some snout edge detailing, and thickened her eyelashes to make them just a tad more feminine.
As for the normals, they still aren't ideal. I might end up creating a simplified normal map on her to make the shading smoother and stylized, but ideally, I wanted to end up with something like this:
I think this might not be possible, though, because of the current geometry of the mesh. The edge flow doesnt follow exactly where I want the breaks in shadow to be, so I don't know if it will be possible to control the lighting so directly.
What I may end up trying is projecting the normals of a simplified hull onto her, to create super smooth, less realistic shading, which would go better with this style of model. That's it for this week! Have a fun render and draw-over I did during some downtime.
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