Hi there fellow artists … long time since i have been posting something here.
This is a test character of mine and this weekend i was playing with the new tessellation DX11 features inside maya 2013.5 Viewport2.0 as well as marmoset
Changed my rusty gtx295 video card lately with a 680 and now that i have dx11 hardware available thought to do some testing.\
Below are some images from maya viewport2.0 using dx11 ubershader preset (playing with translucence , displacement and what not)
Some normal map/displacement only screens from marmoset…
A few details on the specs of the character:
-high poly ( zbrush ) was around 25-30 mil polygons
-low poly around 25k tris
-textures 2048 head and 4096 body … diffuse/ normal/displacement(height)/specular and transmission for head
I hope you’ll enjoy this
Cheers,
Paul
damnn, what to say, top row stuff
uargh…absurdly amazing…speechless
really impressive work!
top row immediately, for me!
amazing!
Beautifull Model. Awe with all detailing. Very thanks for sharing your low poly mesh and textures. Have you use Zbrush for UV, texturing or or Normal maping?
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Man you’ve hogged it, but great work!
I’m really, really loving it. Good job man.
Can you share with us some setting you used with Marmoset / Maya. I can’t get my DX11 to work with marmoset :X
My God shes beautiful High and low. Congratulations you’ve made it to masterclass.
Could you share your thoughts/experience with the new tessellation DX11 features inside maya 2013.5 Viewport2.0; what are the advantages?
wow~
top row stuff!!
awesome work!
Outstanding work!
Thanks for the kind words … much appreciated.
Below is a screenshot with dx11ubershader settings(or at least the ones that i changed from default)
For displacement/height i just did another bake pass with transfer maps … i have seen people smoothing the low a couple of times before computing the displacement map but i got more predictable results using the low version as base and in dx11 shader setting the flat ttessellation slider to maximum (1) so it will divide the geometry but not smooth it.
Below is low alongside dx11 displaced geo and the according map.
The same maps from maya were used in marmoset but with very low settigs for the actual displacement height (what was .1 in maya was .02 in marmo or something similar … just eyeballing really).
There is not much to it as far as the workflow is concerned … just another map to bake alongside the normals and the overhead on work should not increase much.
All in all some great stuff added with dx11… especially for game developers … now you can check the 3d assets inside maya with all the good stuff applied and not have to go trhough another app or in-game/engine.
Still more testing needs to be done thought.
Lastly … some realtime viewport catpure from maya
amazing work and thanks for sharing your knowledge about dx11!
a small crit if you don’t mind, for the gold shader, try putting more yellow color into the spec
and might I ask, all those pattern, decals, (flower texture, asian symbols) have you made them from scratch or found them on the web? thanks
top row!
very very nice model! wish she didn’t have a mechanical hand but otherwise nice! I really love your use of patterns on the clothing
Killer model! Love the intricate detailing and colors. Very well done.
~t