The Nishita model is described in the paper Simulating the Colors of Sky. The Blender Nishita Sky model is based on an updated version of the original model, but is very similar.
The difference between a sky model such as Nishita and the use of an HDRI is that the sky model attempts to deal with the way the atmosphere filters the light. In a sky model, if ...
Here's a try with a remeshed sculpt, done by the Remesh modifier, method set to Blocks:
Then you can add a Hair Particle System, render the hair as a collection of blocks, and emit them from faces (Emission > Source > Emit From: Faces). Set Emission > Source > Particles/Face to 1.
Set Render > Render As to Collection, Render > Scale ...
Yes, kind of, but if you plan on following blender tutorials, you'd be better off climbing the learning curve to learn Blender's hotkeys.
Blender doesn't have a one-to-one mapping with Maya commands, but you can find keymaps on line that do a fairly good job of mapping what can be mapped. Here's one example: Maya Navigation Hotkeys for Blender 2.8 onward
There are two ways I know of.
1: Using Mesh-deform with "muscles"
2: Using shrink-wrap with "muscles"
Start with X-muscle
The muscles themselves are based on bones and a shape that deforms based on the distance between the 2 attachement points.
To make the skin of your character move according to the muscle-movements, you need to:
1: Bind ...
Based on Moonboot's comment about the rays hitting the mesh either directly perpendicular or parallel, I did some testing to see if changing the "direction of attack" for the rays, would improve the baked normal map.
Even though this is a hard-surface mesh I am modelling, I decided to add small bevels along all affected edges.
Basically I ...