Hi! You could bake some straightened straps down, basically adding some reusable strap parts to the texture atlas, you can then map the lowpoly UVs to. Certainly an option to save texture space if you have many straps. If you array and deform your straps along curves, makes it easy to swap out the base mesh.
Xeno, I'm not sure that i will use my previous characters before they have had a good update. But the plan is to start building an environment or two around the marine. Since my portfolio lacks quite the props and what not, i thought that would be a good way to keep going and add some new pieces :D bbob, true story, the…
Hello everyone, I recently got back from a game developers conference out in Troy, MI called Interfaces (hosted by IADT Detroit). After a day of recovery, my brain finally felt up to typing all my notes up so you guys could all benefit from them. It was a very interesting conference with a lot of great speakers from…
These are and always will be so much fun to look at - there are so many clever little things one can learn from these. In the same vein you might dig the work of Izumo Jyuki, author of the Industrial Divinities artbooks.
A complete Modo to Quixel to UE4 tutorial is in the works and I really need the swatches in modo especially on models with many parts. The view port is simple and should work on all versions of modo, really up to you how you integrate it but you can also use the preset browser as that's all it is with a 3d model view. It's…
I really liked your feedback. Until the moment I was not taking in consideration the fact that this set could fit very well Shadow Shaman. However the original idea was made to fit Witch Doctor, because it actually breaks the stereotype of his concept, there are so many good african masks already, and I wanted to do…
I'm creating this character in from this concept art and I require help in finishing it. I've worked from scratch on it for the past month or so and gotten it to this point so far. I have made many characters, mostly head sculpts/busts but never to their completion or past the high poly phase into texture and material…
I appreciate that. As far as the displacement map, I worked a while finding resources from scans already available to find what would look best. And for the most part I did use off the shelf solutions from surface mimic , however for the main body of the scales I struggled to find any that I really liked so I ended up…
Oh yeah I did not mention yes Mari and Mudbox are still completely viable for very different reasons. I use Mudbox often enough when it comes to unique baked props. I tested out Mari and for game production it does not make sense atm at least for me maybe for characters it is different, I think ill test it out more later…
2017 Mix of commission work and personal work. X marks my design work. Sidenote, I actually sold so many original character designs last year that i think I'm going to have to make ANOTHER post after this for them. also after sorting through these, there are even less humans than I had expected lol (Icons, late 2015 at the…