After I created all the textures for the character I needed to add some finishing touches before I could import into unreal to do a lookdev (look development), I started off by extruding from the edges that created the lips to make the inside of the mouth, I then used the smooth tool to remove any unnecessary sharp edges and bumps, for the eyes I used a spare cut out some of the faces and combined and targeted weld it to the eye holes. For the eyes, I created two spheres and cut them in half as the backside would not be seen and then I applied a diffuse and normal map (which I made using substance from a premade smart material) to them and placed them into position inside the head I found some reference on pintrest so I could get the mouth and teeth as realistic as possible. For the mouth I created an upper and lower jaw with teeth and a tongue, which is just a simple pipe that being cut in half of the jaw and extruded to be made longer and the teeth are cubes that I smoothed to make more round and placed each one into its own position. The tongue is the same token as the jaw by cutting a pipe in half and extruding and then bridging the gap in between. The eye lashes I created individual ones by using a cube and extruding 3 - 4 times to make a curve and placed each one into position
For the hair I decided to use a plugin for unreal engine called neofur which lets you create hair like material for your assets, I started of by colour mapping the areas I wanted the hair to be, which were, the head, eyebrows and a beard. The beard and eyebrows can use the default settings of the material as I plan to keep this short. For the head, I wanted some sort of style so I exported the area of the head, I plan on creating hair for into 3D Max and click the 'hair and fur' and then I placed them into position for a reference image I found and turned them into splines which then I could export into unreal and use as guidelines for my hair material to follow lines for my hair material to follow
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2/7/2024 05:25:31 am
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