Sooo cool!!!
Continuing the trend of redoing pixel art in 3d to learn Blender--
Altasgracias of Blasphemous.
Used alpha brushes for skin texturing this time around and they are SICK. LOVE EM. Used blender's hair systems for the first time really (aside from the cuff in MichSpich's rose sword I hadn't touched particles at all) legacy style for the eyebrows, v4.0 with frizz modifiers and whatnot for the head/beard
Took a while but I got hair looking decent in EEVEE (Didn't realize it had raytracing and anisotropy capabilities)
Learned the importance of retopologizing for the multires modifier (Significant speed increase after having decent topology before the multires). Almost managed to bake normals from multires but got really weird banding and decided to just texture paint in a lower resolution, but at some point I'll tackle that.
Learned some shader node work (Noise into desaturate into color ramp into multiply for variation in skin texture and roughness)
Opened the sculpt up to have internal meshes (eyes, gums, teeth, meaty eye bits)
Was going to ultimately render in cycles for subsurface scattering (Looked real good in the viewport especially around the noses) but my GPU really hates it. If I fiddled with samples and limited bounces I might've been able to render it in like an hour or so, but the EEVEE results were good enough that I figured I'd cross that bridge when I do something with hair cards, baked normals and a lower poly count. Also did iterative saves so the rough progression's documented.
What should I do next? I'm thinking something with practically no resolution so I spend more time collating and less time obsessing over adherence to the source material.
Sooo cool!!!