Once you have the hair planes laid out in max or Maya, bringing it into mudbox as one mesh and painting the hair in 3G seems like it might give good results. Would this be possible? And realistic?
I am interested in the orange digital screen that you can see above. My question is: What is your workflow for screen texturing? I am striving for the realistic look ( as close to the ref picture above ) as possible.
The model is 90% done, only missing eyes,teeth/mouth.Painted the texture in Zbrush.. ( i don't have anything else..) >_>(Going for a semi realistic style) Image of the progress so far:
Hello everyone! I'm doing Ahri. But this is one of the many idea's I'm going to upload. I'm gonna try going for a more realistic method next, all while keeping her fox features in mind.
I am looking for constructive critique for the following models. All of the models I am not worried about polycount, but am simply trying to get them as realistic as possible. Models were either made in zBrush or Maya 2014.
Looks fantastic. A breakdown of your hair process would be super appreciated. Is there any mesh for the eyebrows? The rest is so realistic, it looks like the eyebrows are painted on.
3d Coat is another option. Quixel in my opinion is very good and mixing scan together is a powerful feature but it is sub only and tailored for realistic style.
Be my guest. It's a sort of realistic interpretation of the character Dizzy from Guilty Gear. It was supposed to be for the brawl challenge but I never got around making it in 3D.