Hello guys, My name is Luis Nieves and I'm a Sr. Artist currently living and working in Los Angeles. I've been checking a serious amount of pretty amazing Art, posted out there developed in Marmoset Toolbag. Pieces that look, like have been done in post production, but they are real time!
From my background in film, I decided to stop feeling intimidated by this new tech, and embrace it instead. So I'll be sharing the PBR dev of a character I already built in Maya. Hopefully I will make my RT asset in Tolbag3, look like is rendered in VRay or Arnold. I hope we can share info, critique and techniques in this thread. I hope you like the piece also... I'm going to start with one of the character's props: The Riffle...
Hey man, thanks. I got 48.6k tris. I based my polycount in a sledge hammer artist's work here: https://www.artstation.com/artwork/zDJwZ He had 35.6k tris which I achieved. I couldn't resist the bipod and laser additions though That took another 13k from my pocket...
I have some renders of a second prop included in my character. This is a Wally P99 9MM handgun. We'll see what count I can get out of that one.
Replies
I based my polycount in a sledge hammer artist's work here: https://www.artstation.com/artwork/zDJwZ
He had 35.6k tris which I achieved. I couldn't resist the bipod and laser additions though
I have some renders of a second prop included in my character. This is a Wally P99 9MM handgun. We'll see what count I can get out of that one.
Thanks CybranM
Here's another prop: Tactical Radio...
Full geared Character: 55.600 poly 4x4k Maps
MR16 Riffle: 25.600 poly 2x2k Maps
Renders: Maya 2.0 Hardware
Weapons of choice: Maya, Max for Tension maps, Zbrush, Marvelous designer, Mari, Toolbag3, Photoshop
I'm adding passes to the maps while lookdeving in Toolbag...