Ehh hai there! This is so lovely! Im an animation student who loves the art of 3D modeling but i find it a bit of challenge to pick up. If I may ask, what is the usual workflow for like this? Do you do dynamesh -> Retopo? Also, is UV unwrapping a model like this tedious/very time-consuming? tysm!
Hi, I always use dynamesh for my sculpts. I do topology in Topogun. UV unwrapping for this kind of model is really easy, the more separate armor details or spikes you have on you model the more complicated UV mapping gets.
I wanted to ask- Your textures are all solely hand painted right?
and I am quite curious what gives your models this very "cut out" rim lights and all. Is it your shaders? They're really appealing. And I am also really quite curious if each part of the model like skin, hair, cloth have different shaders?
Yes, I use only hand painted diffuse and specular map for renders in Marmoset. There is only one shader for all mesh here. I use to spot or direction lights for rim lights. Here is an example of light setup, ignore omni light on front it's from 3d max and Marmoset has its own light system and 2 rim lights behind of mesh is more than enough [link]
Hi, your textures are always really impressive, what percentage of total time do you think you normally spend on each stage, like modelling, unwrapping and texture painting? Do the textures take up most time?