For the body, I have used the same approach by baking the ambient occlusion maps of the high poly version, I began to to paint it referencing to the actual high poly version. this allowed me to add extra detail onto the low poly version and emphasize the normal map already created.
So here is the character fully textured.
Now onto rigging!!!
8 comments:
he looks great, rubes :)
Thank you Phil, he is almost bouncing!!
Thank you Phil, he is almost bouncing!!
Hi Ruben
Looking good. Although don't forget the rim highlights on the shaders. Some of the components look very 'CG'. For example the hat. Rim shader highlights would help to break the shading up.
I will Alan, this is temporary lighting I want to use hdr lighting.
or at least look into it.
Really want to see him come alive now :)
Inspiring :)
than k you all!very good motivators here :)
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