Welcome back to the latest update! I've had some extra time to further develop the zombie game concept and experiment with the intriguing ideas we discussed previously.
I've begun crafting the first character and integrating them into Unity. However, we encountered some challenges along the way, particularly with the elaborate hairstyles we decided to incorporate. Currently, I've crafted 10 different styles using Blender, but integrating them into Unity posed unexpected difficulties. It turned out that the shaders I initially planned to use didn't function as expected, prompting us to develop a custom shader using Shader Graph. But as they say, overcoming obstacles is all part of the journey, right? 💪
Here's the shader graph I made for URP The shader utilizes three texture 2Ds: one for color, one for the normal map, and one for alpha. These textures are then combined to enable alpha clipping on the mesh based on the alpha texture, while still retaining the quality provided by the color and normal map textures.
And the image of the character! The shader resolved the hair and transparency of the eyebrows/eyelashes
With the base character now in place, complete with perhaps an excessive number of hairstyles, I'm eager to return to Blender. My plan is to create additional starting characters using the same hair meshes, and to design a variety of clothing options for each of them. It seems I'm drawn to challenges, but that's all part of the fun!