Hi! Here's a character fanart I've been working on lately. Theon Greyjoy from George R. R. Martin's "A Song of Ice and Fire" and "Game of Thrones" series. It's a realtime model rendered with Marmoset. The polycount is about 76K. I hope I managed to capture the likness and the outfit details. What is dead may never die!
USD is a file format from Pixar similar to FBX. The interesting part is the USDZ container. Apple and Adobe will support that format out of the box. It will work also for realtime stuff. https://theblog.adobe.com/introducing-project-aero/ https://developer.apple.com/safari/whats-new/…
Another stuff for my portfolio. Almost done, I just have to rebake the normals to fix some shading errors and maybe add a bit more to the texture (depending on what you guys recommend). Realtime shots in max viewport with Xoliul's shader. Concept art by Jim Svanberg. Concept art Wires
Hey guys!This is a realtime character based on the concept art by Piotr Krezelewski and was rendered in Marmoset Toolbag 4.The facial emotion, skin details and textures I made during the mentorship program with Magdalena Dadela.More images here: https://www.artstation.com/artwork/w65mKYI had a lot of fun working on this…
Nice, the interior/exterior dimensions, seem accurate in frame. Interesting choice using the rounded edge shader for realtime assets, I'm not familiar with it but cursory documentation research suggests noticeable performance gains in engine and also just curious whether this workflow is implemented at your studio, as…
Hi! Here is my free time work. I always love attics :) Everything was done in blender by eevee engine. Such a powerfull tool for this kind of artstyle. I hope you enjoy it! I would love to hear your critiques. Realtime screen recording link: https://www.instagram.com/p/B1wQ-jwjFOs/ https://www.artstation.com/opusgeo
Finally got around to finishing this this morning. I hope it's of some use, since it became much more work than I'd anticipated. Alot of it's pretty obvious, so its really aimed at folks just starting out in modeling beyond realtime resolutions. http://home.comcast.net/~dpattenden/hi_poly_tut.htm feedback welcome.
I am trying to texture the low poly hair for my character but maya viewport insists on dashing my every attempt at trying to see an accurate representation. I am using maya 2013 on a mac with an ATI Radeon 6770m card. Any suggestions on how I can see the hair in realtime would be much appreciated.
Hi there, been working on this alien head for the past few days. Started as a sketch I decided to make it a realtime model. So.. this is my first complete head / bust model :D . It was a really great thing to do and I learned a lot while modeling and texturing. Here are some shots taken in Marmoset Toolbag: Cheers!
I'm wondering how I can fix these ugly "aliased"/pixel-looking shadow edges? Looks the same runtime as in editor. It's a point light, set to soft shadows and very high shadow resolution. In QualitySettings AA is set to 8x Multi Sampling. Deferred rendering, linear color space. Precomputed Realtime GI.