Hello guys.
I`m a traditional sculptor doing the digital switch, focusing on videogames right now.
I`ve finished this project yesterday and would like to share with you too.
based on a riiick concept -
http://cghub.com/images/view/570927/
Hope you like it.
I`m uploading a video about the beard sculpting and gonna be putting up my skin shader setup. It`s not that fancy but I`d like to improve/share
![1_low.jpg](http://glaucolonghi.com/home/wp-content/uploads/2013/11/1_low.jpg)
![5.jpg](http://glaucolonghi.com/home/wp-content/uploads/2013/11/5.jpg)
![4.jpg](http://glaucolonghi.com/home/wp-content/uploads/2013/11/4.jpg)
![31.jpg](http://glaucolonghi.com/home/wp-content/uploads/2013/11/31.jpg)
![22.jpg](http://glaucolonghi.com/home/wp-content/uploads/2013/11/22.jpg)
Replies
here it`s a quick video about the beard sculpting and an image showing the maps + skin settings
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The concept seems a bit more wiry than your model; the neck especially is longer & thinner. The chords on his neck and the veins on his arms are more prominent on the concept.
The concept's facial hair is very unusual - basically muttonchops with a triangular beard that leaves most of the sides of the chin uncovered.
The texture maps have a great deal of empty space - almost 40% is empty.
I`m not too concerned about the technical aspect of it yet..trying to move in slowly but I really appreciated your comments.
I didn`t even think about map distribution or polycount.
but yeah, I`ll check out the unreal engine to see how this would be in a real game.
Glad to be here.
Cheers