Some of you may remember when I tried to make new heads for character models, and they didn't come out too great...
Well, stubborn as ever, I've researched some new modeling techniques I haven't tried before, and come up with this high-detail head that I think will work much better once it is mapped onto a low-poly mesh with a few new texture mapping tricks I've just started to learn.
A few notes:
- You may notice that the haircut leans forward in these pics, that is intentional at this stage because of the way Blender renders hairs, once the images are plastered onto a low-poly mesh as a texture it will be bent and re-shaped to look more normal. Long story short, the end result will look better than if I had made them stand straight up at this level of the process.
- The same goes for the eyelashes and eyebrows, when everything is put onto the low-poly version they won't stick out forward, but will instead look normal.
- At some point I'll also correct the lighting, contrast, and saturation so it will look right in-game.
- I'm especially proud of how I got the ears to come out much better this time.