Загрузка видео...

Не удалось загрузить видео

На главную

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 просмотров • 1 год назад •via X (Twitter)

Комментарии: 10

Фото профиля Vadim B
Vadim B1 год назад

help me im scare

Фото профиля Vadim B
Vadim B1 год назад

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

Фото профиля Vadim B
Vadim B1 год назад

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

Фото профиля Vadim B
Vadim B1 год назад

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

Фото профиля Vadim B
Vadim B1 год назад

Iconic pose

Фото профиля Vadim B
Vadim B1 год назад

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

Фото профиля Kyle H 3D Art🔻
Kyle H 3D Art🔻1 год назад

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

Фото профиля Vadim B
Vadim B1 год назад

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

Фото профиля Robin R
Robin R1 год назад

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!

Фото профиля Vadim B
Vadim B1 год назад

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

Похожие видео