Today I've been improving my skills with Substance Painter and Designer.

I'm making a scene for one of my old character as well remaking his textures.

Here are some WIPs from today's work!!

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PROGRESS! Is it really Saturday already? More Twin Blaster texture progress! The first pass on the base texture is almost complete.

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they just told me polycount basically doesnt matter so I went all the way lol

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You've heard of Treebeard. Now get ready for...
Can you guess which element he commands?

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This is Ipo. She's a ritualist, but in her spare time she is a gardener snake🌺

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Guess the polycount

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A little experiment were I tried to figure out a way to turn displacements that usually come with a big amount of polys in to actual geometry which reduces the polycount immensely. Nothing in this scene is actually modelled aside of the railing/cars. Rendered in

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working on some really cool models for our next big update, e.g. this sidecut palm tree designed by , rock formations and ruins - stay tuned!

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Let's have an update for thee
I'm Tony from Finland! I love stylized 3d and cute and quirky creatures. An all around game artist~

Open for freelance opportunities!

Contact:
tony-monster.com
https://t.co/t5LfTQulg4

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from left to right: original mesh, subdivide modifier, subdivide applied to mesh, and then retopo'd over every four faces to lower the polycount

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Experimented with trees, lighting, and better movement. Combat will come very soon(ish)~

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FACIAL RIG IS HALF WAY DONE!!
I should make it so the pupil shape can be adjusted also.

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Long time, no post - due to moving places, covid, new jobs and just life.

Here is a WIP shot of my take on Red Xiii from Final Fantasy 7!

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reduced the polycount by 2k loops are bad. Now back to commission work and off this work

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You just know it's right when you're building a monstrosity and the polycount is at 666

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Gonna work on finishing Grim on stream!

Come and say hello!
https://t.co/Dp5RVxPVZV

I'm racing , I have to finish this sculpt before he finishes the final drawing of Grim.

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