For those to busy anymore to go to threads, someone postedhereabout tennis spheres and i decided to try a test and it worked out well enough for me. strands only needed for close ups otherwise this is no alpha tennis fuzz in marmoset.
i want to make more colors so probably post an image (artstation) with that stuff, if i had more fun tools to play with and this pc could do more I'd have done more to it. someone on A.S.S. made a nice looking one with fusion but didnt say if it was real-time so idk whats up with that so i figured no one has done it so i tried.
Bevel shader 1024px * 2 normal map test bake on my Kingtiger's track set today, although riddled with artifacting issues which I'll possibly resolve in due course but for the most part still remains worthwhile pursuing, a wholly asset generated FOSS approach on a portable low end system.
looks pretty good sacboi, not sure about the artefacts - can't really tell from this pic. Doesn't pior have something about this method on the news page?
Oh right cheers Ruz, I'll check that out and as for those errors prolly had to zoom in a bit more when sreenshot - getting localized seams over smaller UV shells plus pixelated aliasing along diagonal splits for a few larger ones.
Ok! well was less painful than I'd originally thought, anyway completed the bevel shader baking series for each separate element, a fair way to go yet however I think there's a glimmer of light at the end of that ever-loving tunnel
Been practicing nature assets, hair card placement, and trying to improve skin details in my most recent project based on a concept by Tony Sart. Still feel I have a long way to go in making hair cards look realistic. For now it's finished and posted to Artstation and can be viewed here: https://www.artstation.com/artwork/gR2aoP
Having just finished another project that i started ages ago, i decided
to take a crack at this one. This time i wanted to check out all the new
film related features and tools from modern 3d software. From HD
geometry in zbrush to hair, skin shader creation, lighting and rendering
in blender.
Going for a retro scifi aesthetic. Lady is based on Bhumika Arora and clothing is inspired by Pierre Cardin.
A few more renders here: https://www.artstation.com/artwork/4N8K5L
This 3D model was created for the «2024 Reallusion 3D Character Contest». This is my first model created in Character Creator 4. I could easily adjust body shapes, skin textures, and hairstyles. CC4 features an intuitive interface that made it easy for me to navigate the software.
Just finished my first project in Unreal Engine and my first time posting here on Polycount! I've worked in VFX for film and tv so it was a bit weird at first getting around a slightly different way of working. I wanted to focus on using Trim Sheets, Modular Assets, Lighting and Materials. I'm sure the same goes for everyone else, but if I was to redo my project again there's a bunch of stuff i know if could do better the aim for this was to just make a start with learning.
just reworking some older stuff. really digging blender these days. I was a bit inspired by a wesley snipes model I saw recently , so it kind of proved that
Been making gradual progress on another piece for my portfolio, this time based on a concept by Nick Bray. The design notes the artist left on the concept art and my own conversations with them have been a big help in finding good references from multiple angles. Still only in the high poly phase, but this has been good for improving on my clothing and hard surface character prop modeling. Still a lot of work ahead of me before I can even think of starting retopo.
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Brick Game 9999 IN 1
Retro portable Tetris console, 90s model. Modeled in Maya and ZBrush, textured in Substance 3D Painter, and rendered in Marmoset 4.
More renders: https://www.artstation.com/artwork/n0aeDr
another hair test with the new hair system, shader is just a principled shader and done in eevee( old version)
https://youtu.be/piF5YYSfBO8?feature=shared
Work in progress thread: https://polycount.com/discussion/225845/finished-works-work-in-progress-weapons#latest
For now it's finished and posted to Artstation and can be viewed here: https://www.artstation.com/artwork/gR2aoP
A few more renders here: https://www.artstation.com/artwork/4N8K5L
Does anybody even know!
A pistol I'm working on for my portfolio. Blogging the progress here
We now host pics, so I guess that helps. Hmm. Great to see you nonetheless. Welcome back.
haha, the only reference for me online for aggggessss was the polycount wiki and i'm still there:
Artstation link https://www.artstation.com/artwork/QKnmKB
more here: https://www.artstation.com/artwork/DLAowR
This 3D model was created for the «2024 Reallusion 3D Character Contest». This is my first model created in Character Creator 4. I could easily adjust body shapes, skin textures, and hairstyles. CC4 features an intuitive interface that made it easy for me to navigate the software.
https://www.artstation.com/artwork/kNDyBd
Artstation l Instagram l Linktr
I've worked in VFX for film and tv so it was a bit weird at first getting around a slightly different way of working.
I wanted to focus on using Trim Sheets, Modular Assets, Lighting and Materials.
I'm sure the same goes for everyone else, but if I was to redo my project again there's a bunch of stuff i know if could do better the aim for this was to just make a start with learning.
Unreal Engine 5, Houdini, Zbrush, Substance Painter.
https://www.alanherbertvfx.com/ue5-temple-project
You can find more on my web page for this project:
Thanks!
https://www.artstation.com/aitor_rider_3d
Still a lot of work ahead of me before I can even think of starting retopo.