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Losing all my credits along with my deadname and faceplanting into the patriarchy has been.... an experience.
I learned that a highly capable and technically skilled man is an asset, but a highly capable and skilled woman is a threat.
Prior to that I headed up the art department at Bigworld, the MMOG engine company that became World of Tanks etc. This was our (sadly cancelled) original xbox mmog game Citizen Zero.
My big break was being the main character artist for Unreal Tournament 04. I designed the Skaarj from concept through to final in game model, textures and rig. Also many of the heroes like Jakob.
Okay so there is a noticeable difference in texel density from the face to the lace covered decolletage. The face is 512x512 across but the neck is only a small fraction of a 512 map- approximately 32 pixels across.
If you look at my paintover, I have the hair come to a sharper edge at the front, and add a widows peak. A few vert cuts would add this geo, which I saved from combining materials.
Incidentally, even though your character is in T pose, model your sleeve as if the arm is down by your sides. This should be backwards not down.
Now see my paintover- the light is more evenly diffused with the focus on the face. If you squint you can see the basic curving masses of the body
A quick #gamedev hand painted texture lesson.
For this tip I am going to be using a character taken from Vampire Bloodlines... which is an old game that uses the source engine.
This is the female tremere player character imported into Blender. Again, this is not my work.
@CountessCassi I am working on a mental arithmentic free fantasy RPG system specifically for neurodiverse players called Gatherdarks.