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Create real-time hair in #b3d, we'll walk through my workflow of creating real-time, game-ready hair. Everything is made in Blender 2.8, besides baking which is done in Xnormal (free software). https://t.co/YLpiz3jZf8
Create real-time hair in #b3d, we'll walk through my workflow of creating real-time, game-ready hair. Everything is made in Blender 2.8, besides baking which is done in Xnormal (free software). https://t.co/R9UwyQp3Mt
Create real-time hair in #b3d, we'll walk through my workflow of creating real-time, game-ready hair. Everything is made in Blender 2.8, besides baking which is done in Xnormal (free software). https://t.co/HT5lvwKrLF
Create real-time hair in #b3d, we'll walk through my workflow of creating real-time, game-ready hair. Everything is made in Blender 2.8, besides baking which is done in Xnormal (free software). https://t.co/sRz20Y9NIF
High Poly inorganic modelling with Maya, done during the first 2 weeks of the Videogame Art Master program! 🤩🏠
#artstation #artstationhq #videogames #gamedev #sculpting #indiedev #maya #xnormal #photoshop #environmentart #environmentdesign #environment #digitalart #videogameart
Create real-time hair in #b3d, we'll walk through my workflow of creating real-time, game-ready hair. Everything is made in Blender 2.8, besides baking which is done in Xnormal (free software). https://t.co/x5QV2ginsw
Blender Challenge Day #09: Baked Normals!
There are some visible artifacts going on with the frizzly part and the intersection between the arm and the body, but overall I'm happy with the result here.
#Blender3d #3dmodeling #xNormal
@DerMrhd Screen capture from Reality Capture for the scan itself. Ended up going in with a small brush in Zbrush to smooth it out a bit. Then I made a low. Baked the detail down with xNormal. From xNormal I got an Open GL Normal map. Converted that to DirectX Normal for painter...
@fusedotcore you can also use the individual channels as overlays to test how they'll interact with the base texture (example texture is from an old minecraft texture pack, ran that through xnormal with some smart blur and posterization)
I'm finally finished!! Based on Thomas Mahon's concept art. Had a lot of fun seeing this come together c:
@mahonsunto
#art #3d #3dmodeling #texturing #handpainted #zbrush #maya #xnormal #unreal #digitalart
WIP of a game character for an italian indie team (concept by Pasquale Mangano).
Texturing in @Allegorithmic #substancepainter is always fun and simple.
Other software used: #Blender3d #b3d #blender #MarvelousDesigner #zbrush xNormal
焼きテスト。
忘れたディティールと微細なディティールは後ほど追加。
xNormalでカラーも焼けるよう仕込んだので手書き箇所はほぼ無しかと、多分。
LTだと強制的に使うTutleテクスチャベイクはどうにもボケるので好きになれない…
Using xNormal I generated normal maps, AO, and bent normals (for lighting). The last pic is the final diffuse map.