it's a combination of sticking to the aesthetic and actually making it read. The shaders don't exactly work the same in-game than in marmoset, so that "extreme" wear looks like this from most angles ingame: (PS: need to fix that typo in the markings, stupid keyboard causes double strokes on some keys if the key's not fully…
polypainted a bit today... i was going to add the zippers in ps and i also made a feather, but thats uninteresting lol. i was also planning to model the props in a modeling application so once i im finishing painting i wont be using zbrush much unless i get some materials information.
quick one done with my generic human head basemesh, based on some photographs by and with Clarissa Schwarz something like 2-3 hors and some minutes playing in ps on the greyish version, the modelled haird sucked so i had to paint over a little and got off the course and did the eyes also
Been experimenting with externally created lightmaps. Running a gradient ramp over them in PS can give some cool results. I like the effect but I'm not sure if it's overpowered. This one's just straight up AO baked in modo. This one's hand-painted in Photoshop - bit more rough, in keeping with the art style.
Awesome, thank you Eric! I'd like to thank quixel and the awesome stealing goat bwahaha! :D ! Best contest ever, keep it up! :) Ps: Do I need to send you a PM to claim my prize? I want to use it on my current project, so I can't wait to get it! :)
Sometimes you see a model/skin that makes your jaw drop, a good exercise is to completely try to copy that model to the pixel it is made of :P , so you get a better understanding of the techniques and tricks the original author uses.(ps: I dont know if this would work for anyone else, but it really helped me)
Great looking model, I think if you could add some blue veins it would be the icing on the cake :) ps: the blue background takes away from the model, your previous bg was alot better presentation wise. Either that or pick some colours from the character, darken and reduce saturation for a complementary canvas.
here you go: http://www.redprodukt.com/post/roo_4arm_turn.avi i think its cinepak codec, 5 meg. divx wouldnt render for some reason. cinepak comes with max and maya i believe ps: the face kinda sucks.. but smaller details like that i'd do a study or just leave it till modelling
Try rendering your passes as HDR files with a 32 bit frame buffer. Then edit the exposure in PS. I've had some odd problems sometimes with this. Exposure control sometimes does some odd stuff if this doesnt work post a file inwhich the effect is evident. it should be easier to fix if I can mess with it
tried out the new auto-rigify script in blender in conjunction with the meta rig that ships with blender now. all i can say is wow thats a whole part of my life that was saved as a result of these new magic features of blender ! *ps* pay no attention to the screwy normals in the picture its a bug blah blah