Final Model of the Mech Fishes for #Pisciasa ! at last after 18 hours of solid modeling, I was able to finish the fish. It 's also my first time trying to record a progress video, you can check out the speed up version of the entire modeling progress video below
some other close up renders and WIP images
alright then , Texturing is next !
This sum up yesterday wip of #Pisciasa Face Texture.
☀️ Wip Note :

In some of the old projects I got it pretty struggling while painting texture rely heavily on my 2D digital painting skills since I have to manage everything at once like shadow / color variation etc on one single paint-over layer. Gotta play around with this setup some more to see if I can simplify or push it even further next time. well ... end of ranting for now <3
Gorgeous work! Ironically, even though I'm participating in ArtWar2 too (2d section) I actually saw your post in StylizedBay first (great idea for a community, btw, and I can see how your style fits with that perfectly.) Anyhow, no crits, just keep going, I'm sure you'll finish by the deadline. Good luck!
Update of #Pisciasa final Hair Model & Face.
Wip Note : ☀️
Well, creating smaller threads of hair strands from main hair cluster shapes was my main workflow to dress up hair model so far, but now for #Pisciasa I am not really happy with the look of it since the antialias of mesh border are not that nice to look at. I could use Masked Material to break these loose strand into smaller thread but then AA is even more of a problem when it come to masked translucency shaders. In some other unlit shading project, I could fake or get away really easy with blurry opacity of translucency alpha shader but if only Real time renderer engine such as Marmorset or UE4 could support lighting/shading model of such shader as nicely as masked or opaque shader so that these loose strands would have the same shader look as its primary cluster. Or at last the depth sorting for Translucency shader should be working so I can apply translucency shader to the whole hair model. well, may be in 2 or next 3 years they can solve these problem with translucency shader or ... I have to think of a work-around lol .