Great work on the sofa JL! You mind sharing your technique on the fabric? I would love to see how that bakes down too. Keep up the good work dude!
Thank you very much polycrunch. I'm looking forward to the baking process as well. Hopefully the cavity map can give some cool results in the end.
Since some more people asked I thought I might as well explain it in pictures, maybe someone else might want to know in the future. I'm afraid it's just all very simple so I hope you won't be disappointed. I got the alpha (picture) from a website so I don't think I can share it here unfortunately. But what I did was to bring it into photoshop and cleaned it up a bit. And if you feel like it you can create different variations of the alpha inside of Photoshop .
Keep in mind that I create a new layer every time I do this process. That way I can control everything individually and adjust different strengths to each part of the torn fabric. It just gives you more control in the end.
This is probably the crappiest tutorial ever but it will have to do. Anyway.... just repeat the process and have fun!
Thank you kernersvillan. I guess that could have been nice but to be honest with you I'm kind of tired of working with the furniture right now (even though I still have to texture the low polys). But the mini tutorial above explains it all. Hope it helps. If not, let me know.
dredd is much weaker than he should be, he's the man, give him some chin!
Right now his jawline looks as if he is opening his mouth, while the mouth is actually closed
Thanks for the tip, but this is just something I did rather fast and for fun. Didn't spend too much time thinking about the overall design of the original Dredd. But if I ever go back I'll be sure to check up on it. Cool chin though.
Some old stuff I made for a 4 week game project in school - Wasteland Warriors: Fuel Driven Madness (dat name!)
Some of these are only the high poly, but as always I also made the low poly versions and their textures. Our main inspiration was Borderlands so it was definitely a challenge, but also fun.
I made a lot of other stuff as well but I'm too lazy to upload everything. :poly131:
Game res character made as a tribute to one of my childhood heroes - Leonardo from TMNT.
Rendered in Marmoset 2.
Polycount: 18271 tris. This includes both character and weapons (two swords, three knives & two stars). Character without weapons is 14923 tris and weapons alone uses 1505 tris (one sword, one knife & one star).
This bust started out as a simple dynamesh sketch inside of ZBrush. I kind of liked it so I just went along with it and came up with this "evil looking officer type of thing"...
Replies
Thank you very much polycrunch. I'm looking forward to the baking process as well. Hopefully the cavity map can give some cool results in the end.
Since some more people asked I thought I might as well explain it in pictures, maybe someone else might want to know in the future. I'm afraid it's just all very simple so I hope you won't be disappointed. I got the alpha (picture) from a website so I don't think I can share it here unfortunately. But what I did was to bring it into photoshop and cleaned it up a bit. And if you feel like it you can create different variations of the alpha inside of Photoshop .
Keep in mind that I create a new layer every time I do this process. That way I can control everything individually and adjust different strengths to each part of the torn fabric. It just gives you more control in the end.
This is probably the crappiest tutorial ever but it will have to do. Anyway.... just repeat the process and have fun!
And a keyshot render just for fun.
Right now his jawline looks as if he is opening his mouth, while the mouth is actually closed
Tris: 2364
These images are presented with a 4K diffuse/specular/gloss/normal map.
Tools used; ZBrush, Maya, Xnormal, Photoshop, dDo & Marmoset 2.
Tris: 11261
2048*2048 diffuse/normal/specular/gloss maps. 512*512 emissive & translucency maps.
Tools used; ZBrush, Maya, Xnormal, Photoshop, nDo2, dDo & Marmoset 2.
Some of these are only the high poly, but as always I also made the low poly versions and their textures. Our main inspiration was Borderlands so it was definitely a challenge, but also fun.
I made a lot of other stuff as well but I'm too lazy to upload everything. :poly131:
Maya viewport, diffuse + normal.
Maya viewport, diffuse only.
And the trailer!
[ame="http://www.youtube.com/watch?v=ATHBiBNE9hA&feature=share&list=LLKrw_6AVRs1Gu2BnT3bczFQ&index=7"]Wasteland Warriors - Promo - SGA - YouTube[/ame]
Rendered in Marmoset 2.
Polycount: 18271 tris. This includes both character and weapons (two swords, three knives & two stars). Character without weapons is 14923 tris and weapons alone uses 1505 tris (one sword, one knife & one star).
Maps: Character uses 4096x4096 Albedo/Normal/Specular/Gloss maps. Weapons uses 1024x512 Albedo/Normal/Specular/Gloss maps.
Tools used: ZBrush, Maya, Xnormal, Photoshop, Quixel Suit, Mudbox & Marmoset 2.
I'm working on the low poly version right now.