Showing posts with label marmoset. Show all posts
Showing posts with label marmoset. Show all posts

Sunday, October 13, 2013

Another day...

Another day, another project it always seems.



One of the paintovers for the hair.

An earlier test bake inside Marmoset Toolbag.
(Full Resolution)

Like I have for a lot of the sculpts I've been practicing I've been using this basemesh to start.
You can find it at the Polycount wiki (http://wiki.polycount.com/BaseMesh)
It's an altered version of arshlevon's basemesh that includes a nose and ears.

 This character is part of an idea I had for an animation ages ago. It involved a world spread catastrophe leaving many higher forms of technology damaged and obsolete, a society on the brink of collapse trying to hold together the remnants of their old society, and strange other-worldly creatures that travel between planes of existence and steal faces in an attempt to end their own torment.


Monday, February 25, 2013

Wrath of Set - Player Texture WIP

Ugh, the bake went pretty rough, but I managed to finally get it all together, and start throwing on textures. Here's the first pass at textures. Overall, I think I can live with how the bake turned out. I finally made it under the tri budget as well.


Tuesday, July 24, 2012

Canyon House


Spent half of my day trying to quickly put together this scene for a friend. He needed some meshes for an OpenGL assignment or something, I volunteered to make one on short notice.

There's a few things I'll probably change. Most of the shadows are just softly baked into the diffuse, and I'd like to add a little bit more contact shadows between objects to help.

This was rendered in Marmoset, diffuse only, and about 1000 tris total for the scene. Below is the initial sketch of the scene.