The eyebrows are finally done aaaaaaaaaaaaah (or at least done enough to be usable). I’ve tried tons of different methods to get them to work the way I want them to and I finally figured out a way to rig them in a way that works well for me. I didn’t expect them to be as complicated as it was, I thought the mouth would’ve been more complicated. Boy was I wrong. The eyebrows are completely shape key driven now, which basically means I different variants of the same mesh stored in shape keys, where each variation of the mesh has a different type of eyebrow expression. There’s a bit more to it than that, but that’s the jist. |
Also now we’ve got hair. Bonus! It’s something I learned along the way. It’s a trick video games use for hair, so this isn’t actually using hair particle systems. It’s using layered meshes with alpha transparency. The mane has 8 layers of meshes, the tail has 7, the eyebrows and lashes have 2. I haven’t found a way to get it to look right for the coat, so for now that’s the same as before. Let me know how you guys like the look of this! It’s pretty experimental, but I still think this is miles better than having blobs for hair of the mane and tail. |
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Special thanks to my patrons: |
R&DFunder539 |
BLANK3T |
CyberPon3 |
Ebreium |
Katharine Berry |
Rainer Jürgensen |