I liked the high poly that you did, but holy cow man, this takes the cake. It is really gorgeously rendered. Certain parts look totally real. Good job man!!!
Started lighting pretty much from the beginning. I wanted to achieve baked lighting feel but without baking any lights. I also wanted to have bright areas where sun is hitting but also colder, darker feel when in shadow. Previously it was very binary so now I tried to have that transition from light to shadow to be much…
Okay first of all you should make it easy to find your portfolio. If thats your goal, it should be on your videos. Or make sure people see they can hire you. I found your artstation and am really confused about your priorities, i mean why are some really old works placed first, followed by some seemingly newer works, i do…
[ QUOTE ] "joined double-half bake" = ? What tool are you using the bake the normalmap with, and how are you getting the model into UE3? I'm wondering if UE3 is using the vertex tangent/bitangent data from the normalmap baker. If you're using UE3's own baker tool, then I'd guess that it's using the tangents. I've never…
The rocks are quite blobby. - Is this all sculpted and baked down as one piece, or were the dirt and rocks baked from separate meshes? Either way, I'd take a little more time trying to make a pleasing shape out of the mound here - do a paint over in photoshop or something and try to get something interesting out of it.
Here is the late Update. I had to bring him really fast into the engine for our game project but know I will take my time to fully polish him. I'm not really happy with the colors, especially with the skin tones and I will bake the normal again, not just a fast bake. I'm happy for every advice to make him better
a) I often make details like this in the hipoly. I also keep a library of elements like this (I have ztools I use in zbrush)- so it can be very quick. This is my preferred method a lot of the time. b) trim sheets are good if you're making a lot of objects that all have the same "style", They're great for architecture or…
Hey guys, been a while since I showed my face on polycount, but this seemed like the perfect opportunity to jump back in to the groove! I'm doing the Undead Juggernaut. I played around for about an hour last night looking for some ref and then did a quick block in. Everyone's stuff is already looking so badass. Hope to…
I am glad to show you my new work based on WM generated mountains and my custom terrain shader (Unity 2017+). Demo Build - https://is.gd/jmEQu8 Available soon on UnityAssetStore!