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Man, this is actually sick, turned out way better than I expected. Currently around 1.4 mil tris, Im sure I could reduce it to around 150-300k and it would look almost the same No-UV, triplanar workflow with layered materials, decimated dynamesh

29,444 views • 1 year ago •via X (Twitter)

10 Comments

Vadim B's profile picture
Vadim B1 year ago

help me im scare

Vadim B's profile picture
Vadim B1 year ago

Ok this sloppy approach finally backfired and it looks hilarious in animation. Can you spot the problem? 😅

Vadim B's profile picture
Vadim B1 year ago

triplanar mapping doesn’t follow animated model, is this a fundamental limitation?

Vadim B's profile picture
Vadim B1 year ago

Rig in progress Everything is slow af with this polycount but still manageable!

Vadim B's profile picture
Vadim B1 year ago

Iconic pose

Vadim B's profile picture
Vadim B1 year ago

can't believe I made it this far with half-assed quicksculpt model

Kyle H 3D Art🔻's profile picture
Kyle H 3D Art🔻1 year ago

unmatched precision and quality as always! i didnt know nightmare had a face!

Vadim B's profile picture
Vadim B1 year ago

Ty! Idea here is early stage of corruption, he still mostly human Siegfried. More grounded take on this character

Robin R's profile picture
Robin R1 year ago

Looks nice! i do the same shaders on blender for some armor parts when i'm bored with retopo, it's a great update but idk if we can make some texture in triplanar like this but with cavity/edges mask to push texturing, would be awesome!

Vadim B's profile picture
Vadim B1 year ago

Blender should be able to do the same, with better looking mask, also probably can paint RGB channels independently, this is something Zbrush is lacking

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