Hey guys, I have been playing the game Darksiders recently and I fell in love. So I decided to test my sculpting skills and model out the Chaoseater from the game.
This is the base mesh
Didn't actually focus at creating any forms just yet. Wanted to test my sculpting skills.
Here's the sculpting done. Rendered out in a slight reflective type clay straight from zbrush.
Sculpted using dynamesh. Contains around 8 million polys... Then I used decimation master to get something like this.
The maps [4096 by 4096] - maps scaled down to 2048x2048 when using DXShader (Marmoset toolbag!!!)
Normal Map:
AO Map:
Diffuse Map:
Specular map:
Ahhh, this is the final render from Marmoset...
After a little bit of professionalisation in Photoshop :poly121:
Thats the final output...
Suggest ways in which I can make my render better. Criticisms are welcome. Basically I love criticisms and I believe that its the best way to learn.
Check out some of my other works in this website :
http://www.dipayan-gfx.webs.com
Replies
well done mang
As for presentation, Marmoset has a good lighting tutorial on their website. Definitely give it a read. And your spec map needs a lot of work, the sword is metal so it should have a much brighter spec value not just on the edge of the blade.
A good effort but it lacks a bit of focus
Typing "marmoset tutorial" into YouTube yielded some expected results.
https://www.youtube.com/watch?v=MgqApp0le1I
https://www.youtube.com/watch?v=5cI6IP6ihjY
Never heard of a cavity map. I have an AO map baked... Is it a different sort of map which gets lots of details? Whats a cavity map? Any help? And how do I make a cavity map?
Yes, overlay your cavity map onto your diffuse will really help make edges pop, and should give you a good start for stylizing it.
There are several ways to generate a cavity map. I do it with Xnormal, go into Tools > Normal to cavity. You should look for tutorials on the Xnormal official site if you are not familiar with this program.
Once you've got your cavity set it on overlay on top of your diffuse and tweek the levels until you get the right look.