Final submission : * 4x 4096px textures set for the character. * 1x 2048px for the pedestal. * 78043 triangles for the character. * 4800 triangles for the pedestal. * Rendered on Iray with a background swap. * The base material of the ice is made from "Icy Cliffs" by Matt Dirks. Uses for the Rougness/height/metalness…
I would like to make a crystal Material and a ice material: ICE Crystal: except that I know myself as materialBut I am unable to find for this. Could you help me find a way to create this material? (sorry for my bad english:()
Hey people! This here's the final (sort of) project of the last semester of my college program (amazing!). In case you haven't read the thread title: it's an ice tomb. But not just any ice tomb. It's an ice tomb with giant fuck-off ice crystals all over the dang place! Ok, so maybe that's what every ice tomb ever conceived…
If they can't point out exactly why it is not PBR exact I'd suspect it's BS. I wouldn't take every piece of feedback you get at face value. They may have just hired somebody else for whatever reason and wanted to give you some excuse to politely let you go. I mean that's a lot better than ghosting at least it would…
What are 2-channel 'yellow' normal maps...? See, it's things like this I've not come across before, so I'm very curious to research and learn about them. But you're right of course - experimenting/plugging things in to see what they do is a good way of going about it and learning, but in the case of these squares, I'm not…
Well, the first step isn't really to wonder how to do this or that in the so-called "best" way imho ; the first step would be to get one's hands on a material/shader for a 3d app or game engine (or an easily moddable game really) that supports the effect, and use it in practice. Otherwise you're bound to operate on mostly…
I did this ice cream for the cartoon character project in Animum school. I enjoyed it so much, specially the cone which was a challenge for me. Huge thanks for their mentorship to Guillermo Comoli and Andre Pires. Concept art by Jeremy Polonen.
With the body done, I wanted to get started on the clothes! I've made a really rough blockout in ZBrush, and then moved over to Marvelous Designer very quickly. If you're not familiar with MD - it emulates real life sewing, and the workflow revolves around making pieces of flat cloth on a 2D display, and then stitching…