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ChrisV

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  1. Having some character animation fun. Here's a work in progress idle animation for a female character I've been working on. Her eyes blink, added very subtle finger motion and 'looking around' movement. Next up is to add more variation (for example: more head/shoulder turns, maybe checking her shoes for dirt/mud/poop, stretching her back, cracking her knuckles, ...). And I'm also going to add hair physics. AlissaIdleLookingAround_Test01.mp4
  2. SWAT character model I created a few weeks ago for another team. Model is rigged completely, and is also setup for facial animation using morphs. Model is made in a 'modular' fashion, which means that some parts (clothing, items) can be removed to create variations. Used a bunch of different programs: Zbrush, Marvelous Designer, 3D Coat, Substance designer/painter and blender. Really enjoyed creating this character.
  3. Low poly rowboat made in Blender, and textured in 3DCoat. Model is only 1.7K tris polygons. ?
  4. Newest WIP 3d model, made in Blender, and textured in 3DCoat ?. Next is to add a water tap.
  5. Not (yet) every 3Dmodeling/painting program can export to GLTF, Josh. How are we going to import our .obj/.fbx models then ??
  6. Yeah, it was just an example. I guess it's all a matter of what possibilities you have in your 3D modeling/painting program, and the engine you're using ?. Yeah, that'd be sweet to have!
  7. Most (if not all) modeling/paint programs (3DCoat, Substance Painter/Designer, 3dsmax, Maya, Modo) allow the exporting of both options, either as single or as combined textures (using the alpha channel). I use both, but for speed I tend to use combined texture maps, as it requires less drawcalls and memory usage. Sometimes I'd even use the RGB channels to store individual maps into one (for example R for roughness, G for metalness, and B for height or ambient occlusion). But it all depends on the possibilities of the engine you're using. Exporting from Substance Painter and/or Substance Designer is rather easy...you can use predefined export templates, and then customize them to your liking. Plenty of tutorials on that as well. Same for 3DCoat, there's a ton of export templates for various programs/engines. And there's also the possibility to add your own custom export settings.
  8. Sweeeeet!! I like what I see! This is using a 'Roughness/Metalness' PBR rendering method, right Josh? Will 'Gloss/Metalness' and/or 'Gloss/Color Specular' also be supported? This is only for the new Turbo Engine, and not LE, I assume? Btw, can I send you a selfmade model in 3DCoat, to see how it looks using the PBR implementation algorithm that you're using?
  9. Here's my latest work of art. ? A demonhead. It's the start of a demonic creature. All done in 3DCoat so far.
  10. It's been a while since my last post here, lol. Have been way too busy lately. Anyhow...here's my latest work of art...it's the Christ The Redeemer statue in Rio de Janeiro. All done in 3DCoat.
  11. Yes, it is. Especially for a hard surface model like a couch. You could easily drop the polycount down to about 2 à 3 K (tris), and still obtain smooth edges. You could for instance first create the low poly mesh, define the outer shape and chamfer or bevel the edges you want to look smooth, then make a high poly out of the low poly (subdivision), and sculpt in more details (wrinkles, creases, etc...), and finally bake the high poly mesh onto the low poly, which will then create your normal maps that will make your low poly mesh look high poly . For a character model that is seen close up (main character for example), 12K (tris) isn't too much these days. But, if you can go lower, so much the better.
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