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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 görüntüleme • 1 yıl önce •via X (Twitter)

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Vadim B profil fotoğrafı
Vadim B1 yıl önce

help me im scare

Vadim B profil fotoğrafı
Vadim B1 yıl önce

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

Vadim B profil fotoğrafı
Vadim B1 yıl önce

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

Vadim B profil fotoğrafı
Vadim B1 yıl önce

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

Vadim B profil fotoğrafı
Vadim B1 yıl önce

Iconic pose

Vadim B profil fotoğrafı
Vadim B1 yıl önce

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

Kyle H 3D Art🔻 profil fotoğrafı
Kyle H 3D Art🔻1 yıl önce

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

Vadim B profil fotoğrafı
Vadim B1 yıl önce

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

Robin R profil fotoğrafı
Robin R1 yıl önce

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 profil fotoğrafı
Vadim B1 yıl önce

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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