It's a bit pedantic but 'How was it done?' and 'How can it be done?' are two different questions. How was it done? Likely sculpted in Zbrush. Probably using a combination of custom alphas and brushes for the smaller details. (Possibly incorporating some remeshing or retopology steps to refine the larger shapes.) Sculpting…
I have to agree with what Temppe has said in terms of presentation. I would definitely recommend taking some more time of final renders. As said already, viewport renders are fine at the end of a portfolio presentation to show a little peek behind the scenes. I don't think your character work is bad, but it's hard to tell…
After some "zbrush-beginner-panic-attacs" I went back and decided to do the shield material by material in zbrusch, render the normal an AO in Xnormal and then add them together in Photoshop. Small steps.. step by step :) Today I did the golden rings: Zbrush Render 3DO Render (non PBR)
Maybe I'll revisit ShaderFX. In my initial tests, Mental Ray wouldn't render it and I had issues getting the hardware render to actually render. A majority will be full-sized maps + overlays that are likely to be bigger than my screen, stitching screengrabs in post would probably be my last resort, but thanks!
That looks like a kickass software renderer. Sortware renders are the dogs bollox for showing off detail. Excellent modelling/texturing work. What are you rendering with? My only niggle is with the shape of the trouser bottoms. They look too 'spread out' and seem to fold at a very acute angle. Is that so they don't clip…
You can achieve the render-or-not-render-this-smiley effect a bit by having two materials and blending them with a sort of rimlight shader, in combination with hand-tweaked mipmaps (simplify as a circle/dot at LOD1, completely gone at LOD2). Stretching should not be an issue since 3D rendering 'automatically' does that for…
It doesn't have any texture applied other then AO bake, I believe. And even some rendering engine can calculate the AO on render time (like VRay dirt, for example). You might want to do research on rendering rather then texturing for this type of look. And of course, a clean high-poly model.
Taking time to model/texture the eyes is very important as they can be the difference in the render. Even if you can't see all the detail in the render, it's there, and almost imperceivably adds to the image. Test render in Keyshot Creating the eye geo as a polysphere rather than a polar-sphere avoids pinching artifacts…
Thank you. Yes I used Marmoset to render the images. I'm still exploring the software to have better renders. I can't seem to find how to render the wireframe. If you don't mind I added the link of my artstation and I have uploaded marmoset view files in it. Thank you
Tri = 3 vertices form one tri, and are rendered via the method of rasterization (real-time). All models are turned into tries for rendering with the GPU, as that's what the GPU renders. Polygons and faces are for simplicity sake the same thing. If your model is 4000 polygons, then it's 4000 faces. I think that's the…