those little baby feathers do look a lot like fur, but i think if you just tried to use default xgen splines it would not look right. Maybe a baby chicken because they are just like, a ball of puff. I think the important thing is just to understand how the real world subject is formed, so that you can either accurately…
Hello, i've been working on a personal project of mine and was wondering how to create a clay render like this one : https://www.artstation.com/artwork/8Aly6 , which was made in ToolBag. I'm hesitating on which rendering software i should use between Marmoset, Arnold or KeyShot to present my character. Marmoset : I'm more…
Hey y'all, starting a new project and going back to my roots in games on making a 3D character for Unreal Engine. This project is meant to use for my portfolio piece and also practice and learn new skills along the way. The goal of this project is to learn and adapt to the new Unreal Engine 5, practice my MD/CLO skills,…
Hello My name is Hasan and I am a freelance Character Artist. I specialize in modeling/sculpting/texturing of realistic and stylized characters/creatures . I am available for freelance at the moment - 5 years experience sculpting highpoly characters in Zbrush . - Process and polish scanned data for both in-game…
Hey guys! I don't post on polycount often, but I should! For the past few months I have been taking a course with CGMA called characters for Films and Cinematics with Pete Zoppi and I could not recommend this course more. It is an amazing course and Pete was really helpful with everything. Hair was done in XGEN and all…
Hi! So this weird balding spot surged on the side of mesh today when I tried to make it furry, right away as I was combing it there was this stubborn patch that didn't really move much. It's the only one and it doesn't appear on the other side of the head (that has the same geo) I tried: * cleaning the mesh * optimising *…
Hey there, I recently finished this project where I wanted to challenge myself to create a photorealistic study of a monkey (Barbary Macaque) and it has been a great project and a learning experience so far. The monkey was sculpted in ZBrush, retopologized in Maya, textures were painted in Mari and a few bits done…
My latest work and first somewhat successful attempt at a realistic human. Modeled in Maya and Mudbox, I used texturing xyz maps for fine detail, and xgen for hair. I rendered in Arnold 5. There are definitely some things I would do differently if I were to do a second pass, but it's taken enough time already and it's way…
Just wanted to share a character that I recently finished and was hoping to get some critique for improvement. This was my second attempt at realistic hair using XGen and I'm happy with the result compared to my first attempt. In the end I used the following: Model Info- Main Model - 70,846 Polygons (138,950 Tris)- Hair -…
Hello Polycount! Long time Lurker, but this will be my first post to the showcase. I am pleased to share this model of Boyd Crowder from the FX series Justified portrayed by Walton Goggins. Built for real-time and showcased here in Unreal Engine. To complete this asset I have used Zbrush, Marvelous Designer and Substance…