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#911 (permalink) |
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Senior Artist
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yup. the tree is for our Rabbit game. you can see more shots of it in the Rabbit thread in the Work in progress section. the lamp is years old. i did it for a contract job, but the game fell through and i didn't get paid, so nuts to them . lol. the rest was thrown together for testing out sandbox.
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#913 (permalink) |
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Game-Artist.net Staff
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www.benjaminclark.net |
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#918 (permalink) | |
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Game-Artist.net Staff
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Quote:
-UV mapped the low mesh -sculpted in zbrush -baked maps and texured the low poly model (from the same photos I modeled from) -then applied the final diffuse map onto the zbrush sculpt addi - its a diffuse texture ontop of a skinbase material in zbrush. I have no idea where I got the material from though
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#919 (permalink) |
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Amateur Artist
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interesting, do you have a method for getting the skin shader out of zbrush? or would you use your own made in the 3d app? I ask because I saw a script on the zbrush forums for exporting material data as part of a texture, I havent tried it though, wondering, will you use a 'skin material shader thing' in your final piece? or just use the lovely diffuse you made?
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#920 (permalink) |
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Game-Artist.net Staff
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I've never tried baking matcap information to a texture. I textured the low mesh first in photoshop, the only thing I used zbrush for in the texturing was baking a cavity map.
the final thing will be a game model so its just gonna be a regular Phong material with diffuse, spec and normals
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