![]() ![]() In my case, I was creating a game-ready model, so I worked with a low poly. Now that the textures were ready, it was time to jump into Toolbag! It handles low poly and high poly meshes smoothly, rendering both at high speed. All of my textures are exported in a 4K resolution. I highlighted the peaks and darkened the valleys a lot which helped to emphasize the edges of clothing folds and wood grain. I tried various approaches to achieve a hand painted look using the PBR features of the program. TexturingĪfter the low poly model was ready and retopologized, I imported it into Substance Painter and started the process of baking and texturing. However, you shouldn’t rely solely on your memory, so always remember to collect a good amount of reference before you start. This has a lot of advantages, as it allows me to experiment with silhouette and proportions without boundaries set by a readymade base mesh. I use primitive shapes when sculpting stylized characters. ![]() I usually stick to this approach with all of my personal pieces. The high-poly version of this character was sculpted from scratch in ZBrush. and I highly recommend checking out her amazing work here. This character is based on a concept by Kati Sarin S. In this article, I’m going to share my process for rendering my Samurai character in Toolbag 3 and discuss how to create beautiful presentation shots for your portfolio. At the moment, I’m focusing on creating 3D characters and looking forward to new exciting career opportunities in game development or animated movies. I’ve been working on some amazing projects for Disney, Envato, and mobile games studios. Hello, my name is Yulia Sokolova, I’m a freelance Character Artist and Tutorial Instructor. ![]()
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