Here is another realtime Character. With 70 000 Quads and 2x 2k Materials it is pretty massive, but i think todays Hardware can handle this. Sculpted like always in ZBrush, textured in Substance Painter, rigged in Blender and rendered in Marmoset Toolbag2 Here he is on Artstation: https://www.artstation.com/artwork/PEB4Z…
Here is my partially textured hard surface scene, the majority of it is hand painted using swatches gathered from the source material, the rest of the textures are placeholders (the metalwork inside the fireplace and the table). I'd say that I am around 70% done at the moment, I hid the un-textured models for this render.…
"Women are portrayed as stereotypically weak because of their gender" https://en.wikipedia.org/wiki/Sexual_dimorphism#Humans Aggregated data of absolute strength indicates that women have 40-60% the upper body strength of men, and 70-75% the lower body strength.[56] Women are weaker then men, Fact. The more I listen to…
Really nice video! nDo2 is really cool. :) BTW Relly nice video... but the music is a bit off... maybe this one works better [ame=" https://www.youtube.com/watch?v=tNcskHlvc2c"]70s porn music from amanda by night - YouTube[/ame] you know... because that is what nDo2 makes with Photoshop. XD Sry for the awkward humor here...
I'd stick to using just 1x gpu sense have heard some 3D apps have problems with SLI. And get a cheaper motherboard, that Asus is really overpriced (You can get good 1155 ASRock brand mobos for as low as $70, which are an offshoot of Asus). Also I'd get an SSD to act as your primary hard drive.
they are around, you just gotta be really lucky haha. I got mine from zavvi for £30 on one of their crazy pre order deals a while ago, I really wanted the collectors edition but £70 is too much imo. My bud got one and its very nice but yea, way too expensive. game is so lovely :)
HP that's a good point. UV's play a huge role in proper normal baking and I think most people over look that. Sometimes it seems like people think just because their hi and low poly meshes look stellar that its going to end up looking amazing. Proper UV work, I'd say, is probably 70% of the battle.
Thanks for the positive comments, guys. Here's an wip preview of the t-70 in Marmoset2. Haven't done much weathering yet other than a quick general pass but I would like to go back over the stripes and try to give them more of a hand painted feel, as georider mentioned this pattern would have been applied by the crew…
I agree with BIGTIMEMASTERs feedback. The weapon looks incredibly boxy, I assume you followed a 2d concept with only a side view. You should probably round off some areas and in general the weapon looks veery thick. You could try and scale it down width wise to 50-70% or so and see if it looks better.
I've been playing with my pipeline and learning some new features in Painter but I think I have a rough feeling of my metal in the scene. I'm about 70% happy with this test. I'm still adjusting. Obviously more updates when I get the other pieces of my hero pieces textured up. Prob by the end of the weekend.