![]() ![]() An additional render was created using V-Ray to showcase the original sculpt. Render - Look dev was done in Marmoset where the model was also lit and rendered. Ideally, Id like to get the same transparency results youd get with the default glass shader in Toolbag 3, but with the quality of ray tracing in 4. Extra care was taken to create a pattern that would not draw attention to the symmetry of the model. In Toolbag 4 no matter which renderer I use Im not getting any transparency in my renders, meaning the transparent material in the scene has no alpha. Textures - The model was textured using Photoshop 3D Coat was used to paint over the UV seams. High-res animal images and textures were used to create realistic patterns and variation. The xN ormal plugin in Photoshop was also used to add extra details to the normal maps. Diffuse, s pecular, gloss, subsurface scatter and emissive maps were created in Photoshop. Maps - Normal and ambient occlusion maps were baked in xNormal. Marmoset Toolbag 2. ![]() UV - Half of the model was UVed in Maya on a single 4k texture map which was used symmetrically across the model to optimize texture space and reduce the number of texture maps. When I view my scene in Marmoset 3.03, my emissive maps are fine but when I export a viewer file and view it in browser, my emissive maps arent working. When I view my scene in Marmoset 3.03, my emissive maps are fine but when I export a viewer file and view it in browser, my emissive maps arent working anymore. Game-Res Model -The high-res sculpt was then re-topologized in Maya to create the game-res mesh. When doing this my main focus was keeping the poly-count at low level with minimal sacrifice to the silhouette and form of the model. This was done by using the concept as a reference for the overall form of the creature while using a mixture of human and various animal anatomies as reference for the mid level forms and details. High-Res Model - The creature was sculpted in ZBrush where a balance was established between the original concept and aesthetics/believability in a 3D medium. ![]()
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