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Astronaut sculpting.
Again, I did this work only for my own portfolio and was aiming for best quality as much as possible. So I did a bit aggressive on the poly and texture buget as you can see on the wireframe render. But the whole thing still stick to the pipe line of game character. I bake out AO, Cavity, Normal map, Albedo and specular maps. The render is a PBR render from Marmoset. All the sculpting done in zbrush and then retopology in 3DSmax. Texturing in both photoshop and body paint.
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