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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...
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.