Losing Sight

This year, I’m really wanting to make more art. I also want to make better quality art. To that end, I spent a lot of January trying to learn GLSL. I’ve started using the new renderer, Malt, to give me a lot more flexibility in the way I render. It took me several weeks of learning and experimenting, but I was finally able to more or less replicate my existing watercolour shader in Malt.

It’s quite convenient in some ways. It can do a lot, and in real time. Some of its features, like the linework, were available in Toonkit, but so much slower. I suspect, if Malt catches on and adds more basic shaders to use, it’ll kill Toonkit by virtue of the fact that it can do anything that can and more, and hundreds of times more quickly.

Unfortunately, though, I realised I’ve had a big blind spot. I tried making a Ryou model, but…It’s just shit.

The only good thing about it at all is the hair. I like the hair. I learned how to use curve-based hair better this time. But that’s all. The model itself is very flawed, the topology isn’t great, the normal editing is choppy, the clothing is simple, the colours aren’t good, the shader didn’t come out right….It’s just bad.

I realised, while trying to finish this for the sake of having it done, rather than dropped, that I’ve had serious tunnel vision for a long time, sigh. I’ve been so fixated on the quality and flexibility of the shaders that I didn’t focus at all on the fundamentals.

The topology is inadequate. It’s dense where it doesn’t necessarily need to be, it doesn’t flow as cleanly as I’d like, and it isn’t convenient for normal editing. I’d been leaving it up to the Zremesher, but I think that may actually have been a mistake. I did some practice, and…There really is nothing quite as clean as hand-placed topology.

I tried doing some manual retopology on a head I’d made. I like the result a lot better. It looks cleaner, and because it’s a subdivision surface, I can spend less time on the topology and still have it match the dynamesh properly. It seems I can also edit the topology of an existing mesh, as long as it’s under 15,000 points. I’m thinking that from now on, I might just use Zremesher for the body, and then do the head, and maybe the hands, myself. It would make it much easier to get good topology while accounting for the shapes needed for good normal editing, I think. But it does take a bit more time, unfortunately.

Then my other main problem is clothes. I’ve focused a lot trying to learn anatomy, but not enough on fabrics. How to model them properly, make them look right. I’m near clueless at that.

Then there’s rigging, which I’m incredibly weak at, and because I’m bad at that, the posing is bad, because the rigs aren’t good and the weights aren’t optimal.

I need to do so much learning in these areas….The best shader in the world won’t make a badly modeled, stiffly rigged mesh look good. I don’t know how I overlooked that….I’m really angry with myself for fixating so much and forgetting my fundamentals. I need to change…Basically everything.

So for now, I’m planning to just focus on my models. I’ll do some renders, I think, but only as 3D renders. Not worrying about NPR for now, just the quality of the models, the rigging, themselves. I need them to be better for the renders to be better. I’m so stupid…Losing sight of something so obvious.

I’ll work hard on revisiting the fundamentals for now, and make as many good models as I can.