hello everyone,
I put on hold all my other work. I'm currently working on my portfolio and my showreel.
After several attempts to load animation in marmoset and seek good answers on internet I finally found the solution that suits me. As a user of 3ds max, import animations and loading was not evident.
So for those like me who are struggling to import animations in marmoset, I wrote a little .PDF explanatory.
However, as I did it for co-workers and friends, I have written in my mother language: french!
I will do an English version as soon as possible for those who do not understand our so pretty language : p
you can download the FR version here
or wait for EN.
have a nice day ;)
update: english version HERE
I put on hold all my other work. I'm currently working on my portfolio and my showreel.
After several attempts to load animation in marmoset and seek good answers on internet I finally found the solution that suits me. As a user of 3ds max, import animations and loading was not evident.
So for those like me who are struggling to import animations in marmoset, I wrote a little .PDF explanatory.
However, as I did it for co-workers and friends, I have written in my mother language: french!
I will do an English version as soon as possible for those who do not understand our so pretty language : p
you can download the FR version here
or wait for EN.
have a nice day ;)
update: english version HERE
Hello, this year I decided to participate.
So I think creating a character named Ansgar. It is a Germanic-sounding name from the Germanic therefore "Ase": Divinity and "Gari": Lance.
He will certainly be a god of war provided a huge spear slay skulls.
Or a demon god of chaos.
Some research, some sketches and I will tell you more!
After some research, I decided to take inspiration from work of Joe Madureira in Darksiders.
Here is the lineart:
Because i didn't want to dwell too much on the concept, I added color briefly:
I am currently seeking employment, and late! I have not finished .. However, I still working on this character as soon as I can.
Update:
I found some time recently to calculate the normals and bake occlusion and cavities maps.
up:
final render in turn: