Hi everyone, I'm finishing off this piece. Any critiques or suggestions would be appreciated. 26,000 tris 2k diffuse, normal & spec map 1k/512 mipmaps Zbrush, Maya, 3D coat, Mari Rendered in Marmoset & UDK Fully Rigged for animation
Ok, I'm trying to create a sprite smoke w/ the SuperSpary particle system. I have the image in the diffuse and the opacity slots, but the particle faces just show up white. Is there a way to attach the smoke image onto a particle face?
Hello, Polycounters This character turned out interesting for my standards, though I may take the diffuse and specular another couple passes if interest persists. Thus I'd like to share with you: Timothy-Terrorpin-Tortuga, the Temper Tantrum Thrashin Tortoise from Texarkana!
Work in progress, lots of seams, really rough skinning and generaly a bit messy at the moment but thought i'd post it up before i lose motivation to finish it.... 7390 tris, 1024x1024 diffuse,spec and normal map, haven't done gloss yet...
A little shotgun shell I made for a half life 2 mod. I think I did ok on the metal but the red part could use a little more justice. Any critique would be very helpful. 512x512 maps Model: Diffuse: Specular:
2100 triangles. This is for a sci-fi independent game I am currently working on. I modeled and baked a high poly mesh for the head and I am painting normal and diffuse on the body. I should have tried some animation before jumping into textures.
Started this guy as a speed sculpt from dyna-mesh at work during lunch. Decided to skip all the high-poly nonsense and just retopo the rough sculpt and do a low-poly diffuse only character. UV's and textures coming soon.
This guy is supposed to be a street deathmatch fighter. 2254 triangles and 1 1024 diffuse map The design is abit of a mish mash, I should have concepted it out before I started. I have finished with it but still any C&C would be great
I've embarked on a new character project with substantial more polies and diffuse textures only. I still need to do some equipment and a weapon and then hopefully she'll be a new addition to "sexy rear" player characters. Crits are welcomed *Gone, look lower for pics*
Making Alan Wolfe's casual path tracer in ue4. Part 1 done: https://blog.demofox.org/2020/05/25/casual-shadertoy-path-tracing-1-basic-camera-diffuse-emissive/