hi friends, my guys
modelled in:
blender e wings
Sculpt of the face in zbrush
retopo blender for the body and the gun, topogun for the face
column in voxel and autoretopo in 3dcoat
Rendering in marmoset toolbag
marine
Started by
Giuseppe
, Oct 11 2011 01:28 AM
7 replies to this topic
#2
Posted 11 October 2011 - 06:54 PM
Great job!
Is that realtime look? Unbelievable
Is that realtime look? Unbelievable
#6
Posted 13 October 2011 - 01:03 PM
Great image Giuseppe!!!
I already commented it in blenderartists.
What normal maps did you use? Maya compatible? There're some noticeable wrong specular details, in the marmoset render these areas look worse though.
I had some hard time with normal maps in BI, and still have.
I never quite understood how nor-maps work anyway, coming from 3dc or zb...
the best results I had so far in BI, when exporting n-maps from 3dc (maya like).
I haven't test it much, this cycles engine doesn't support them.
Try some SSS on the head.
I already commented it in blenderartists.
What normal maps did you use? Maya compatible? There're some noticeable wrong specular details, in the marmoset render these areas look worse though.
I had some hard time with normal maps in BI, and still have.
I never quite understood how nor-maps work anyway, coming from 3dc or zb...
the best results I had so far in BI, when exporting n-maps from 3dc (maya like).
I haven't test it much, this cycles engine doesn't support them.
Try some SSS on the head.
#7
Posted 13 October 2011 - 01:12 PM
hi michalis
.... I noticed the problem of normal maps, but that's just because I do not know blender creates this problem ..
The bake of the normal and Ao maps I made in Blender, I always had this problem in a blender, I do not have this problem MODO 501..
The bake of the normal and Ao maps I made in Blender, I always had this problem in a blender, I do not have this problem MODO 501..
#8
Posted 13 October 2011 - 09:34 PM
Right! I asked for some help on this, how many times? I can't remember. MODO works fine in this case.
There's something quire annoying in BI, these displacement methods doesn't seem to follow AO lighting. Except real displacements of course.
In cycles though, bumps are working as they should.
There's something quire annoying in BI, these displacement methods doesn't seem to follow AO lighting. Except real displacements of course.
In cycles though, bumps are working as they should.
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