ZBrushCentral

Testing realtime displacement with DX11 features inside maya2013.5

Outstanding! Top row please! ^^
And thanks for the breakdowns! Never knew of these awesome maya features!

Model is very well done, and technically awesome! :+1:

Love it, Paul!
Amazing work as always.

thank you all for the kind words

@Wizo

the floral patterns were done from photos (web) … and made into seamless patterns inside photoshop for better usage/scale etc.
thanks on the tip for the gold … sure looks better

Was looking over at polycount and ran into your work! Great stuff. I have used the Maya DX11 shader a bit…has been a little shaky (Maya crashes and what not.) but your work has given me a great look at what this new tech can do. I really enjoy your model as well! So thanks for pushing on the tech side and great work on the art side! :slight_smile:

Happy to hear you like it.

On another note i am giving away some source files for this character … mainly with the idea to help others that might be on the road to becoming game character artists and want to check out the model/textures/psd layout and what not … but do with them as you wish.

-geometry files ( fbx and ma : maya 2012 , maya 2013.5 )
http://www.paultosca.com/tt1/Nyra_ma_fbx.rar
-textures in tga format ( transparency is on alpha channel of diffuse textures)
http://www.paultosca.com/tt1/Nyra_TGAs.rar
-PSD source for head diffuse
http://www.paultosca.com/tt1/Nyra_head_d_PSD.rar
-PSD source for body diffuse ( since this is 4k and has quite some layers might be a bit unwieldy on systems with lower amount of RAM )
http://www.paultosca.com/tt1/Nyra_body_d_PSD.rar

amazing work