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So here is what I was explaining the other day. I go from proportions -> bony features -> surface features, before going into any further detail. This will establish a solid base with clear guides for placement of facial features. Hope this helps :)
I decided to create a procedural shader for the eyes after all. Parallax effects turn out to be really good for this style, and I can even make the eyes appear to be inside of the head geo for side views. I still have to adjust colors, but the technique seems to work!
Thank you @NazarNoschenko! I really enjoyed your stylized character workshop! The past three days have been a great experience and I'm super happy with what we created :)
The cheek area is difficult to sculpt due to the lack of landmarks. The silhouette can save you in this situation. One of my favorite observation is that the highest point of the cheek moves down as you take a view further from the side. Not sure about realistic styles though...
Little update... sorry for the bad quality.
I am looking for a way to reduce the amount of shadow. Might post more info to follow up with a better explanation of what I need.
I am currently revisiting the design of my current character! If you have any opinions or suggestions, let me know! I am still planning on making a few changes before moving forward.
After a long break, I am finally resuming my work on Nozomi! I experimented with the eyes today. Unfortunately, I am not sure if I will continue the tutorial series right away. Some experimentation is needed and I want to avoid a lot of back and forth. Will share more soon! #bnpr