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Hey! I was out for a little while. Had sorta like a vacation, decided to have some rest and get back to work full force. Here's a speed sculpt as a sign of me coming back to life No fancy textures this time, but I will give this guy some polish later :3
I set myself the task to practice using the Marmoset Toolbag for presentation and I also wanted to finally start messing around with the skin shader there. The skin shader turned out to have its own problems, of course, at first I couldn’t get it to work, then Google suggested that the size of the model should be made more realistic, since the lighting on the skin is calculated on the basis of millimeters. Nevertheless, the skin still turned out to be more shiny than necessary: S But in general it is already better than before. If anyone has any tips on setting the skin shader up in Marmoset, you are more than welcome to contribute
Something a bit different. Came across this wonderful website: https://www.3d.sk/ It has some awesome references of human bodies\heads, as well as cleaned scan data. You may find it useful, guys, if you haven't seen it before :3 (not sponsored lol)
Nothing new for now, quite busy with full scale projects for the portfolio, but I am still devoting some time to practice. Hence, woman head :3 I've tried to stick to low subdiv levels for as long as possible, it actually gives awesome results, forces to stay focused on big shapes
Yes, its soo much easier to lock down your main shapes when you're dealing with fewer polygons. Awesome work!
About a month ago I was doing work for one contest in the Warhammer universe. The competition itself was not successful due to lack of skill, but the experience was interesting and entertaining. Character: Mad Dok Grotsnik.
This is awesome! Think you'd take it into substance painter at some point?
Yeah, I'm thinking about it. I'll fix a few things and texture the guy properly. A friend of mine asked me to make a textured version for his DnD game