Done! See the full project here: https://www.artstation.com/artwork/z3PA6 He is about 22,500 tri rendered in realtime in marmoset toolbag 3. 2k maps for the head and 2k for the outfit. Based on this concept: https://www.artstation.com/artwork/ONwnk Hope you enjoy.
Yeah this thing is gonna be crazy money. I remember the old one was around $2200 for the base model. I mean, it's obviously gonna be at least $1199+ since that's the base price of the current 13" MBP, so I'm guessing $2000 minimum, probably $2500.
Make the spikes much bigger and have less of them. Also, they don't need to spike out of the model, just need to break up the surface. Take a look at the fur that Onilolz and Zaphk did for their New Bloom mount. http://www.polycount.com/forum/showpost.php?p=2219854&postcount=17395
I've been following blender's development for a while and I believe that once 2.5 is out it will battle with the big boys. Here's what it can do regarding animation: http://vimeo.com/2274969
New art for my "fast" model production practice, now I come with something classic and maybe not in the way of what you remember this Round TV, this one take me 220 min. New classic magic box. To be a fast practice, it take me some time, I decided integrate some textures with PixaFlux and bake normals an ao with xNormal…
The first concept piece is from Horia Dociu http://cghub.com/images/view/22660/ Concept UDK Update 03-30-2011 - I got to talk with Horia and he gave me some suggestions which I applied in this next screenshot. I warmed up the lighting, added some caustics to the right wall, extended out the grass and added more flowers.…
Hey man. These are looking pretty good so far. Here's my crit: In my honest opinion, I think you're killing yourself with all this extra topology. You're definitely headed in the right direction, but I believe you can build your topology better and more simplistic. Here are some reference images that will help you out a…
That's a tedious workaround. A better way is to use a script that centers each piece only for the export, then restores it back to your regular position. I use MoP's multi OBJ exporter, which also exports to FBX. Remembers the destination folder, and exports each object as its own FBX, after centering it at the origin.…
Made with DT Tutorial: Trying to understand some of 3dmax modifiers and learn quixel ddo: Made with DT Tutorial (2200 poly, 3956 tri.): Some renders (v-ray practise):