Thanks a lot ! Did you give some masterclass of something ?
How is the Clovers sit on top between tiles? for mine, blend modes doesnt seem to be working... they follow the height of the tiles which results in extreme distortion of clovers following the height changes of tiles
I really liked Cris Tales, its a Colombian game, i really like it how it looks, its like a old JRPG with a unique graphic style: https://www.youtube.com/watch?v=EXAUWjhqeKg
Dmitriy Sizov gave a little talk on his scary ‘Father of The Sun’ project. The artist used ZBrush, Maya, Marmoset Toolbag, Marvelous Designer and Substance Painter to bring this outstanding character to life.
I’m from Russia, born in Moscow, currently living in Saint-Petersburg. I work at a Russian company that is developing a new unannounced project. I’ve worked on Quake Champions, WWZ, Escape from Tarkov.
This work is based on a concept by a brilliant 2D artist Timofey Stepanov. When I saw it for the first time I was so inspired that I decided to create a 3D model.
First, I made a base anatomic mesh in ZBrush with freak features (like very skinny body with massive muscles). Then I added details like skin pores, wrinkles, veins, etc. I used different books on anatomy and works of other artists with the same style.
To tell the truth, everything is based on the concept, so I didn’t create it from my head. But It was a new interesting experience for me to work on torn clothes, as well as on low poly clothes with alpha channel.
This experience was also new to me. It took a lot of time to study emissive and lighting workflow in real-time engines as well as play with GI settings in Toolbag 3. In the end I managed to create an artistic composition of light.
This character could be brought inside a real-time engine.