This is a character I've been working on for a while. Mostly inspired and tried to aim GTA characters as inspiration. Used Blender for only Hair tool plugin which is really helpful for creating exactly what I want in a versatile way. Polycounts -36k for all hair, facial hair, eyebrows and eyelashes(I didn't removed inside…
Posting this here to not spam 999,999 peoples' emails. I know you're all working away nicely on your stuff, and you were interested in seeing some pictures using Marmoset IBL in Unity. Only complaints I have are the lack of interaction from realtime lights to the IBL components. I tried the "Hard Surface Shaders" and it…
oh it absolutely is a positive move! But for a future tool perhaps. Or in a different workflow. Numbers are very impressive. we artists are thrown "gazillion of polygons and dozens of megapixels texture sizes" and we are easily impressed like little kids. Because we are :) "Extreme nanopolygonal vectorized sudivisional…
New asset done: a hay bale! It was difficult because I never done objects composed of hundred little things. I really want to depict this complex volume and I think I found a satisfactory solution! At the same time, I learned UE4 (I dislike the way Unity managed material) to be sure of the realtime result. So instead of…
Also the hair planes cannot be used inside zbrush. Another think to keep in mind is that more dense poligons (smaller ones) means more details inside zbrush. Due to that you will be able to put more details on the back of his neck than his pants. :)