![]() ![]() Maya hair system’s tend to have too much global illumination for my taste, and I’m still working on getting working with my lighting setup). I plan on working on the hair a bit more (and getting working with the lighting a bit more. ![]() This is very much a work in progress, and I would really appreciate any comments/constructive criticisms. Any suggestions on that would be appreciated. The skin shader is the DT3Dskin created by Miguel - a great shader, although I would like to be able to control the strength of my normal maps a bit more (the shader tends to dull them out), but I’m not sure how to do that. My intent is to create a character within acceptable polygon count limits (14,000 might be pushing it, though). I’m using 4 2k texture maps for all textures. The whole character, including costume, is only 14,000 polys. Base mesh created in Maya, high res details sculpted in ZBrush, textured in Photoshop and put back together in Maya. This is my first attempt at a fully functional animatable character. ![]() This is one of my first posts on the ZBrushCentral forums, and I have to say that it’s a bit intimidating with all the awesome work that is posted here by so many talented artists, but if you want to improve, you’ve got to put it out there, right? So here goes: ![]()
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