Trying my hand again at learning the PBR. Not totally happy with this yet, I need to fix some baking Issues and want to tweak roughness maps, specifically the pauldrons. I’m also getting light bleed into the eyeballs that I’m not sure how to get rid of yet, but Think a 2nd piece of geometry inside the head as a shadow caster might do the trick. Also in two minds of the style, it’s handpainted textures in PBR.
Iterating on it more I got it to here:
Re-textured and Rigged the Bandit model. I really just want to animate the spurs spinning so fast it propels him forward.
It’s the bridge that connects places… to more different places, but that are actually places inside the same place.
I got some normal map fails on the rope so may need to try again there, but finally getting to grips with Xnormal. It’s really a great little program for baking maps.
And a dude that I made a couple days ago. I like his mouth, because he’s happy that he’s about to take down some bad guys.
I found an interesting way to make rope using the screw modifier on a ven diagram like circle layout coupled with the curve modifier. It makes for easy roping.
And for the character, my new favorite method of modeling is to use the shrink wrap modifier coupled with a solidify, really fast and easy to make changes.
Looking forward to animating this guy.
Itching to start making it move, but need a sword to swing! probably not going to have this be the weapon of choice but it will do for now. Also painting shiny metal is hard :S
I really like blenders wireframe modifier, it’s fast and easy. Here we see a stand in sword and the horn states for deah. Spoiler : someone breaks his horns!
Maybe the dude should be wearing armor ala Overgrowth mash WoW. These are probably too generic and boring, but was a fun paint over anyway.
I’m really inspired by Blizzards art style and have a huge amount of respect for what their artists produce. Here’s my stab at making Diablo 3 like trees. Not quite there, but still better than any tree I’ve made before so I’m just happy progress is being made.
Been inspired by the amazing art in Diablo 3, I fashioned a pair of Rare Red Boots, for the sake of texture practice.
Been inspired by the low poly thread on polycount recently and decided to try my hand at the sub 1000 character. with a little more thought I know I could have squeezed it into 500 zone.
This was a lot of fun to do and will try doing more of these kinds of models. Deformation is rough on such low models. +9000 respect for good deforming low low poly models.
obviously the character design belongs to Dreamworks. KungFU Panda.
Felt a little bored so decided to do some modeling again in blender, did a quick concept, which I think my mind was tracing out designs by Adam Philips’ cartoons. Started with good ol’ box modeling and made use of the subdivision mesh modifier, touch it with the sculpt tools a little, but wasn’t happy so went back to modeling, didn’t get the exact edge loops I wanted but did try keep in mind the separate parts, could have also looped some of them under the chin there. Did some quick base colors in blender with the 3d painting and then a little more in photoshop ( not too much more as you can see ) Giving up on the material/rendering, need to watch some tutorials on how to set up sss and what not. So just rendered color diffuse and painted the rest in photoshop.
Things to learn:
– SSS shader
– glossy eyes
– Hair ?
– zDepth pass
– basic composting
Wouldn’t mind taking this further and learn how to do some face rigging in blender. I’m almost done with my animation test on Skully, just need to tweak the hands and I’ll have that out to post soon.
well that was fun 🙂 Blender is awesome.
wireframe loop gif