Working my way through texturing a... different... WoW fanart. It's been a while since I've gotten to do anything hand painted, so I'm kinda readjusting to that. Really enjoying it though. The armor design is based on the old Tier .5 Soulforge armor for Paladins.
Decided to get back to this fellow after a very long break. Working through textures/materials currently, rendered in Marmoset (love dem' baking tools!)
WiP of a redo to an Orc character I did late last year. First time doing
textures in Substance Painter, decided to bring it over to Marmoset to
see how the shaders and light setup might work.
High poly WiP for a Yu Yu Hakusho fanart of Botan! I've actually toned down the wear-and-tear on her tights since doing this render and started on the low poly.
I'm loving your work and I'm trying to learn from looking at it. Why did you make separate geometry for the yellow and green parts of Rogue's outfit ? And why from that you made separate UV islands? Couldn't that be achieved purely by the texture paint? Why bother making some more quads? The result might speak for itself, as it is great, but I really want to understand it.
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High poly WiP for a Yu Yu Hakusho fanart of Botan! I've actually toned down the wear-and-tear on her tights since doing this render and started on the low poly.
Zbrush sculpt for a Kenku Rogue
You can see more images over on artstation: https://www.artstation.com/artwork/8lxVaQ
Working on a 'Legend of Korra' fanart. I don't get to animate very often, so this was fun to play with. Model and animation still work-in-progress
Why did you make separate geometry for the yellow and green parts of Rogue's outfit ? And why from that you made separate UV islands? Couldn't that be achieved purely by the texture paint? Why bother making some more quads? The result might speak for itself, as it is great, but I really want to understand it.