TonyDPrime
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TonyDPrime
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 3.4K,
Visits: 12.4K
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Victor.Soupday
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Victor.Soupday
Posted 4 Years Ago
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Group: Forum Members
Last Active: 10 days ago
Posts: 569,
Visits: 9.0K
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I thought I would see what I could get Cycles to do in Blender, so I made some new renders of an old character: Imported into Blender with the auto-setup, rendered in 4k (3840x5760) with adaptive sampling & NLM denoising, shadow terminator offsets & subdivision surfaces. Downscaled to 2k. Higher res versions on Art Station.
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runmax4
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runmax4
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 45,
Visits: 480
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TonyDPrime
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TonyDPrime
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 3.4K,
Visits: 12.4K
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TonyDPrime
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TonyDPrime
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 3.4K,
Visits: 12.4K
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eightpoundgorilla
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eightpoundgorilla
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 1,
Visits: 66
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I'm a web developer, not an artist. I've been playing around with Unity for a few years now, but nothing serious (i.e. never released an actual game). I recently had an idea for a project for which I wanted to be able to design my own characters but I haven't the time or patience for something like sculpting in ZBrush or Blender. I'm trying to develop a path of least resistance workflow for art assets into Unity where I have full control (marketplaces are not a consideration here). I spent a lot of time researching before pulling the trigger on the full CC3/iClone package last week and was still a bit apprehensive. As of right now I have only really explored head shaping/texturing, but I didn't expect to achieve these results in only a few days. It should also be pointed out that most of this time was spent learning the software and researching techniques. The hair seems a bit unnatural relative to the fidelity of the face/body, but I have spent zero time on that (just a drag-and-drop from the library). I still have more tweaking to do on the head textures and a lot more of the workflow to explore but so far I am impressed.
1. Headshot + subpar photo (~1.5K & substantial editing) 2. Skin/Nails: Realistic Human Skin content pack + SkinGen Premium plugin. 2. Hair: Hair Builder content pack 3. Brows/Makeup: Makeup & SFX content pack 4. Rendered in CC3
(Update): Subdivided the hair mesh (still have a few erratic/broken flyaways in places) and evened out the contrast on the head base texture.
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TonyDPrime
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TonyDPrime
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 3.4K,
Visits: 12.4K
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runmax4
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runmax4
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 45,
Visits: 480
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TonyDPrime
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TonyDPrime
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 3.4K,
Visits: 12.4K
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kgs716
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kgs716
Posted 4 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 1,
Visits: 4
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Hi, I bought the s/w few days ago and here's what I got so far some breakdowns are here https://www.artstation.com/artwork/XnkR4wThanks
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