Roman Soldier - Fall of an Empire I have enhanced the Roman Soldier character I created some time ago for the "Fall of an Empire" PC video game. I utilized Zbrush, Maya, Substance 3D Painter, Adobe Photoshop and Marmoset Toolbag. I hope you like it! 25K tris 4 Texture sets of 4K Highpoly - Zbrush Retopology / Uv's - Maya…
Hi Hermitage.The boat is an odd form for me. I don't like the square bottom view and side view. There are boats like that however. The ore locks look teeny. The wood texture looks projected, when actually the planks are bent to fit the form. The wood material looks like it could be scaled down a bit and the keel bead (wood…
cool character i'd also recommend starting with a simple low poly base mesh. this way you can stay focused on the most impactful decisions first - proportions, shape, silhouette. It is more efficient to nudge a couple vertices that affect the silhouette compared to sculpting on virtual clay. give it a shot, you might find…
Some updated beauty renders. Going to put these 2 on an artstation post. I'd also like to pull together a little breakdown, just not sure what people want to see? I also took a couple of gifs of how the guides look in engine. Each guide affects the surround strands in terms of physics sim. The guides for the braid were…
It's definitely becoming a collection now. Four and counting. Hope you like it!Full post:www.artstation.com/artwork/g0DDZPInstagram:www.instagram.com/3diegodm
Happy Birthday, just feels like yesterday opening up this amazing forum and feel like home :) http://wiki.polycount.com/wiki/Polycount:About#:~:text=TNSLB-,History,2%20plug%2Din%20player%20models.
They likely just wanted a certain type of character and the actress is just that, an actress acting that cg character. The intent was clearly not scanning and using her likeness 1:1, it's not intended to be the same approach as death stranding. What a cumbersome discussion.
Hello guys, would like to get some feedback on this, this is American gas station, where all props made by me in blender > rizomuv > substance painter > ue5. what do you think about composition and color grading, how can I make it more realistic? Thanks in advance