Ok! well was less painful than I'd originally thought, anyway completed the bevel shader baking series for each separate element, a fair way to go yet however I think there's a glimmer of light at the end of that ever-loving tunnel B)
My latest project has helped me to apply several techniques that I wanted to experiment with and expand my boundaries with Houdini. https://www.artstation.com/aitor_rider_3d
Just finished my first project in Unreal Engine and my first time posting here on Polycount! I've worked in VFX for film and tv so it was a bit weird at first getting around a slightly different way of working. I wanted to focus on using Trim Sheets, Modular Assets, Lighting and Materials. I'm sure the same goes for…
This 3D model was created for the «2024 Reallusion 3D Character Contest». This is my first model created in Character Creator 4. I could easily adjust body shapes, skin textures, and hairstyles. CC4 features an intuitive interface that made it easy for me to navigate the software. https://www.artstation.com/artwork/kNDyBd…
Shit. You had some of the best lowpoly hands. Was trying to find those, but all the old pics are gone. /shrug We now host pics, so I guess that helps. Hmm. Great to see you nonetheless. Welcome back.
Having just finished another project that i started ages ago, i decided to take a crack at this one. This time i wanted to check out all the new film related features and tools from modern 3d software. From HD geometry in zbrush to hair, skin shader creation, lighting and rendering in blender. Going for a retro scifi…
Been practicing nature assets, hair card placement, and trying to improve skin details in my most recent project based on a concept by Tony Sart. Still feel I have a long way to go in making hair cards look realistic. For now it's finished and posted to Artstation and can be viewed…