To ensure any of the created models are not in the uncanny valley, it is essential to view the model as a photorealistically rendered image. One way in which this can be done is by integrating the Cycles render engine into our application.
This can be done in multiple ways, which I'll list here for future reference.
Turn the application into a Blender plugin, utilizing Blender's UI to our advantage while giving access to Cycles as well;
Embedding Cycles directly into the application, if we write some C++ code;
Using a C# wrapper of Cycles in our application, such as CSycles.
An advantage of using Cycles is that I already have written the shaders required for realistic fur and realistic scales, should we need those.
To ensure any of the created models are not in the uncanny valley, it is essential to view the model as a photorealistically rendered image. One way in which this can be done is by integrating the Cycles render engine into our application.
This can be done in multiple ways, which I'll list here for future reference.
An advantage of using Cycles is that I already have written the shaders required for realistic fur and realistic scales, should we need those.