Relax & Chill Vibes 😌
Yes folks, after a solid day's work, lots of progress and even some answers to some of the questions I had earlier.
Hope you enjoy this very relaxing track to end the day chill, and let's see all the happenings...
Character's Head Retopology
As you can see in the larger image, I was in fact able to adjust the topology of the head and add more detail to the skull itself. The initial steps involved sorting out the loops around the face so that everything lined up a bit better. I've highlighted these low-poly loops to make them easier to see.
With those loops sorted out, I was then able to run repeated subdivisions on the skull mesh to add in more vertices and so on, although normally this would be done right at the end I think. The only reason I did it here and now was to experiment and make sure there wouldn't be any issues. Obviously the more detail you add to the mesh, the longer it would take to make large changes,which is why the professionals start out with low-poly structures and progressively add more detail. See... learning 😀
"Bringeth forth the atonement, for I shall be naughty, and not sparingly so."
(call it a hunch 😉 )
Answers Found
The reason I didn't get more done on the character tonight is because I did a little research and discovered that while objects built in Blender will carry through the materials into Unity, specific effects like emissive properties need to be scripted or set through the inspector in Unity. I can also use System objects in the scripts, which means things should be cool in terms of coding. So bonus points for homework and breaking only the boring rules this time, yes?
Til next time, take it easy and stay awesome.
EMH