@Ashervisalis thank you for your comment. Unfortunately i don’t have time to go back and retouch texturing before submitting it. In regards of the marble and stone texture: the original reference that i used are not so far off and it’s made of purbec marble for the pillars and i believe limestone for the bricks. Originally…
I wasted so much time last year trying to find any generative AI that would do something helpful in gameart production. Very much to my surprise I found absolutely nothing . Especially after all those short AI youtube vertical videos. The gameart depends on subtle nuances too much, especially in realistic style . Too…
Hey there, Want to bring your original character (OC) or fursona to life in VRChat? I specialize in creating custom furry avatars and 3D VRChat models based on your character design or reference images — crafted entirely from scratch and ready to use in VRChat or other virtual platforms. Whether it’s a furry, anthro,…
Greetings! My name is Alain Berset and I am a freelance Senior character/Creature artist from Switzerland working remotely. I am specialized in game ready characters. Here is my Portfolio: http://www.alainberset.com My Fields of competences: -Character/Creature Design -Character/Creature Sculpting -Retopology -Character…
Hey Everyone! I am working on a game ready stylized character for my portfolio, I am almost done with the highpoly of the character (both ZBrush viewport capture and EEVEE test render are shared). The concept art is by Márcio Vieira. After completing the highpoly I plan to start creating the lowpoly (aiming for around 30k…
Hi everyone, its been a while since I have updated on the progress. Bascially did all the boring parts out (Retopo, uv, bake and hair cards) and now have started to texture the character and testing out the shaders. As a reminder, I am trying to imitate and come close to the Marvel Rivals artstyle and this is my progress…
An interlude to the interlude: I got Unreal Engine up and running in the new computer and found... not the latest version of the character project, but almost it. The initial imports are mostly to try and sync the colors I get in Blender with how they look in Unreal. UE is way too aggressive with the contrast and what's a…
Woops I meant to say material ID channels not UV channels :poly124:. What I'm trying to do is make this low poly have 5 different 1024x1024 textures applied using a multi sub-object texture. I have my unwrap so that for each material ID the UV's are packed into the 0-1 space. But if you view all ID's than there are 5…
Small update I was able to find a solution for the shading. This person put me on the tip of using the vertex interpolator with fake lights. I created a material function that uses the SkyAtmosphereLightDirection instead of an arbitrary 3vector. It generates something I can lerp between light and dark using the level…