Armor almost all done! Small details coming up very soon. Today in fact, lol.
Here's some BPR renders with the Fast Shader applied
I just found out about an opportunity over at NCSoft / Arena Net and I've decided to try and get an internship there. The test/application involves making a high poly character and then generating the maps for a low poly (7,500) model. The concept drawing is from Guild Wars 2 I believe.
Here's what I've got so far. Kinda blocked everything in and I've just completed the head area. Next up should probably be the chest, but I might work on the armor for the arms first. We'll see what happens tomorrow.
Don't mind the amputated leg. I needed to remove it to see the inside of the thigh for some stuff.
Sorry for the long hiatus. The holidays really took it out of me.
I needed a little break from the Underwater scene so I decided to start work on a TARDIS model to go along with my Amy Pond model. Will probably do a little work on her before finishing up the underwater scene.
Here are the results along with a new gallery section. The image below is an early render from Marmoset before I added in wear and tear with dDo.
Check out the new gallery page too!
New Project under way is to create an underwater scene in ZBrush. Did a quick sketch to work out my plan of attack. Started some base meshes in 3DS Max and then immediately moved into ZBrush. Got the Brain coral started and then went to town on the whiskey barrel. Really like how the wood texture came out. Next up I think should be the Treasure Chest, then probably some work on the Reef piece.
Man, this thing is looking sexy now. dDo is such an amazing tool. Really starting to get the hang of it and adding in custom elements. Think I got the glass transparency working too and the dial is definitely looking real sexy. I did the text in Photoshop but had to resort to Illustrator to get the tick marks just right. Now to just get some beauty shots done in Marmoset. Here's a quick peak.
Currently working on a canister model. Nothing too fancy except for the top connections. Normal Map was kind of a pain, but I managed to blur and paint in some adjustments. Trying out the alpha map in Marmoset for the Glass part on the connector, but I'm not having much success. The dial can barely be seen at the moment, but maybe once I get the textures on there it will start looking better.
Really loving dDo I must say. I redid the mesh a little, which meant redoing the UVs. Not too big a deal since the last texture wasn't super. Figured out how to update maps on current projects by just saving over files. Didn't do it here, but good to know for the future. I think it'll work for new meshes as well, but I'll have to experiment with that later. Here's the updated mask model with textures applied.