toolbag2

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2.03 update out with Dota 2 support! - PBR tuts- Marmoset Toolbag 2 - download now - Page 11 - Polycount Forum

2.03 update out with Dota 2 support! - PBR tuts- Marmoset Toolbag 2 - download now - Page 11 - Polycount Forum

Marmoset - making a sclera for the eye - Polycount Forum

Marmoset - making a sclera for the eye - Polycount Forum

Skin Shader Realtime Render Tips – CG VILLA CG VILLA

Skin Shader Realtime Render Tips – CG VILLA CG VILLA

marmoset toolbag2 skin shader tuto

marmoset toolbag2 skin shader tuto

skin shader realtime render tips

skin shader realtime render tips

Skin Shader Realtime Render Tips – CG VILLA CG VILLA

Skin Shader Realtime Render Tips – CG VILLA CG VILLA

Orc Marmoset Toolbag - HDRI lighting - YouTube

Orc Marmoset Toolbag - HDRI lighting - YouTube

EYE parallax mapping test Marmoset Toolbag

EYE parallax mapping test Marmoset Toolbag

skin shader realtime render tips

skin shader realtime render tips


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Image result for zbrush skin painting temperature

Image result for zbrush skin painting temperature

Yuri Alexander - Realistic skin detail and color                              …

Yuri Alexander - Realistic skin detail and color …

Modeling, Texturing and Rendering Skin with ZBrush

Modeling, Texturing and Rendering Skin with ZBrush

Vray Eye Shader & Eye download : portfolio http://www.yurialexander.com/tutorials/vray-eye-shader--eye-download/

Vray Eye Shader & Eye download : portfolio http://www.yurialexander.com/tutorials/vray-eye-shader--eye-download/

Lost adventurer

Lost adventurer

Wanted Weapons of Fate

Wanted Weapons of Fate

Maps Textures

Maps Textures

I'm not sure to understand well but, the basemeshes were actually pretty basic. Sometimes it was just a sphere with dynamesh for the organic stuff, like the fish or the pig leg, other times it was a little bit of hard surface modeling in max then a detail pass in ZBrush  About the carpets, it was really easy actually. It's done in max, with spline and soft selection. I did a quick breakdown :

I'm not sure to understand well but, the basemeshes were actually pretty basic. Sometimes it was just a sphere with dynamesh for the organic stuff, like the fish or the pig leg, other times it was a little bit of hard surface modeling in max then a detail pass in ZBrush About the carpets, it was really easy actually. It's done in max, with spline and soft selection. I did a quick breakdown :

FAQ: How u model dem shapes? Hands-on mini-tuts for mechanical sub-d AKA ADD MORE GEO - Page 78 - Polycount Forum

FAQ: How u model dem shapes? Hands-on mini-tuts for mechanical sub-d AKA ADD MORE GEO - Page 78 - Polycount Forum

http://media-cache-ec0.pinimg.com/originals/86/68/71/8668719d5f6bb3b07b008b17e04a7521.jpg

http://media-cache-ec0.pinimg.com/originals/86/68/71/8668719d5f6bb3b07b008b17e04a7521.jpg

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