I just wrapped up this project that i started a while ago to learn some new things. I used the DDO 2 Closed Beta for the armortexturing and for a base of the skintexture and i used marmoset toolbag for the "rendering"
Is it possible to clamp textures in Maya and have the edge colour smear infinitely like in a game engine? I turned off wrap u/v but the excess are is grey, what's the use of that?
Hey guys! I finally managed to wrap up my stuff and start an artstation profile And here's the huge art dump (that u can also find on that link): Hope you guys like em!
wrapping him up finally, I made some Arnold renders and worked on some finishing touches, here's the link with more images https://www.artstation.com/artwork/Ga2PbB
I cant seem to wrap my head around how this would work. For example, a rug with a pattern on it - how would a detail color map work for the rug pattern?
Fantastic work vimkerk! I'm curious as to how you made the linen wrap around the ax handle. It looks really fantastic and it's something that's always been a bother for me.
Hmmm, you could probably use something like the skin wrap modifier (taking the animation from the original mesh. There's probably a more efficent way of doing it though.