@snake85027 Rather than doing the stitching in zbrush by sculpting them or using an insert mesh brush, I decided to paint them in substance painter and to export them as a displacement map for this project! Also, a long overdue update! (I started grooming the hair and eyebrows as well, but my xgen file got corrupted so…
Yeah I'm working with someone else on these shots where the snow leopard will be in a live-action shot, I'm only responsible for the animation, whereas the groom is done by the guy I'm working with, it doesn't even have fur dynamics yet, its just the animation and xgen descriptions rendered. We are planning for so much…
I started this with the recent Wild West Competition, but just couldn't get there. So I took my time with it and I am very happy with how far I've come along. Lots of stuff on the list for improvements for the next one, as always, so I am looking forward to my next one. Total count with everything is 81,915 Tris Total…
Trying to make it so that it would instantly convert the selected description(s) to an interactive groom (Generate>Convert To Interactive Groom), then select that groom, and make a new cache (Generate>Cache>Create New Cache), then delete the cache. I tried looking around the Maya Docs to find these commands, but my google…
I created this 3D character in Makehuman and Autodesk Maya. It is fully rigged, including face rigs and contains Xgen hair. Took me over one month to create. Should I make tutorial how to make character like this? Would it be useful for someone? I am also looking for any feedback. If you have any idea what could be better,…
I've been always inspired by Muhammad Ali, So I've started a cinematic full body approach since that I did try it before. This took me long time to learn new techniques and software, was all about texturing, shading, grooming and look development. Render was done in Arnold Maya with alshaders, XGen Core for all body hair…
Hey guys. This is pretty much the first time I'm uploading a more or less finished project to the internet. I sculpted it myself but the design is loosely based on a character from a work by Weta artist Tom Newbury, whose tutorials I recommend. The sculpt was done in Zbrush, textured in Mari and it is rendered with Arnold…
Okay this is a weird one. I've just installed the student version of Maya 2016, but when I open it it says it's Maya LT 2015. This isn't the case as I have XGen and stuff. So why does it say it? http://prntscr.com/7gnbc1 http://prntscr.com/7gnbek As you can see I haven't accidentally opened Maya LT by mistake. I don't even…
Hello guys! A tribute to Floki, my favourite Vikings character. It started as a likeness practice but I decided to push it a bit further. It is presented in Unreal Engine and the hair is Xgen. I used the base metahuman materials and lighting scene lights as a base. I wanted to practice the workflow of wrapping a scan to…
@gerry91_3D I did a base of the clothes in Marvelous Designer and then exported to zbrush to work on the details. The hair and feathers were done in Xgen on Maya and it's made of handplaced alpha cards. It was a long process but I'm happy with the way it looks in the end :) @"Nuclear Angel" I'm happy you liked it, it kinda…