Awesome work, and even awesomer giving away the source files. Thanks Paul! Edit, for fun I threw her into Toolbag. If you intend to mess around with toolbag renders anymore (not that you need to, your shots look great) here are some tips. Most of this stuff isn't properly documented (working on that...): * Throw a gloss…
Thank you all again for the nice words, much appreciated. @j3st3r 2.5-3 weeks On another note i am giving away some source files for this character ... mainly with the idea to help others that might be on the road to becoming game character artists and want to check out the model/textures/psd layout and what not ... but do…
Hi Paul, Have you tried "diffuse map alpha" and put the alpha map in your diffuse map? (might need to enable "depth peeling" transparency in vp2 settings) -Kees
Wow this is some really amazing work, nice one! I'm not to keen on the gold though. I looked at your spec maps and I noticed you used a bright, colourful diffuse with a virtually colourless spec. I was experimenting with this recently and I found a dark diffuse with a colourful spec can give nice results. Just a thought…
and some wireframe and texture captures ... A few details on the specs of the character: -high poly ( zbrush ) was around 25-30 mil polygons -low poly around 25k tris -textures 2048 head and 4096 body .. diffuse/ normal/displacement(height)/specular and transmission for head That should be all for now ... i hope you'll…