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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

29,459 Aufrufe • vor 1 Jahr •via X (Twitter)

10 Kommentare

Profilbild von Vadim B
Vadim Bvor 1 Jahr

help me im scare

Profilbild von Vadim B
Vadim Bvor 1 Jahr

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

Profilbild von Vadim B
Vadim Bvor 1 Jahr

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

Profilbild von Vadim B
Vadim Bvor 1 Jahr

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

Profilbild von Vadim B
Vadim Bvor 1 Jahr

Iconic pose

Profilbild von Vadim B
Vadim Bvor 1 Jahr

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

Profilbild von Kyle H 3D Art🔻
Kyle H 3D Art🔻vor 1 Jahr

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

Profilbild von Vadim B
Vadim Bvor 1 Jahr

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

Profilbild von Robin R
Robin Rvor 1 Jahr

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!

Profilbild von Vadim B
Vadim Bvor 1 Jahr

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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