1. #61
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    Outstanding! I don't even know how to respond to such a thread
    Martin Andersson
    www.animation-hut.no

  2. #62
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    @qoyun You can also use a vrayhdri shader with _udim_ tags (myDisplacement_UDIM_.tiff) in the file name if you want to avoid using composite and setting the u and v tile manually.

    replace _ with <>
    forum keeps removing those when I add them above

  3. #63
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    What a brilliant collection of work. Very impressive and a great dose of inspiration here =) Thanks for sharing!

  4. #64
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    Great work. Nothing more to say.

  5. #65
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    Default Omg

    OMG!!! Simply Amazing!!!

  6. #66
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    Thank you for your stunning artwork and the inspirations.

  7. #67
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    Default Amazing Work!!!!

    Amazing Work!!!!

  8. #68
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    Wowzers! Really fantastic stuff. Thanks for sharing!

  9. #69
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    Thanks guys!

    @bomoh: Thats definitely an option, I personally prefer to do it with composites so I can view the textures in the viewport and from my personal experience those nodes are slower than using composite

    @believerdeceiver: Thanks a lot Jason, I am glad you liked it man
    Arda Koyuncu
    Senior Character Artist
    www.ardakoyuncu.com


  10. #70
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    awesome man would really like to know how you did the texturing for clothes in mari ??


    is the cloth texture displacement map or a bump map??

  11. #71
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    @mahi_6038: I mostly paint dirt and wear/tear in MARI. Cloth base color is generally a solid color with subtle noise on it. I use tiled displacement for the cloth texture. I add a composite node in diffuse channel and instance the tiled displacement on top of my cloth texture map to get extra detail in the colors. I hope it explains your question.
    Arda Koyuncu
    Senior Character Artist
    www.ardakoyuncu.com


  12. #72
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    Thumbs up nice

    What can I say !!!

  13. #73
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    I finally had time to put this together,
    I hope you guys like it.

    Arda Koyuncu Demoreel 2015 from Arda Koyuncu on Vimeo.


    Here is some new artwork as well:
    Modeling, texturing, shading, facial expressions and hair on Fat Aristocrat's head for Assassin's Creed Unity Cinematic. I have started from a headscan, repaired and polished the model in ZBrush. Make up and Hair are from scratch.

    Arda Koyuncu
    Senior Character Artist
    www.ardakoyuncu.com


  14. #74
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    I have never seen a more disgusting fat aristocrat than this one, including the matte powdered skin, the badly shaven beard hairs... I can nearly smell the perfume that must hide the unwashed body and clothes.

    Pure masterwork, and top row for me!


    And congratultions on your demoreel.
    Like they say in the US : my jaw dropped to the floor.

  15. #75

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    Wow this is amazing! Could you post what tools do you use to make
    these? Like besides Zbrush where do you texture/render it etc.?

    Do you have any tutorials for achieving realism? ^^

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