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About ChrisV

  • Birthday 11/17/1968

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  • Gender
  • Location
    Belgium, land of best beer and fries.
  • Interests
    Game development, 3D modelling, 2D art design, music composing (metal, house, atmospheric, ambient, etc...), painting, drawing, chilling, billiards...

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  1. Having some character animation fun. Here's a work in progress idle animation for a female character I've been working on. Her eyes blink, added very subtle finger motion and 'looking around' movement. Next up is to add more variation (for example: more head/shoulder turns, maybe checking her shoes for dirt/mud/poop, stretching her back, cracking her knuckles, ...). And I'm also going to add hair physics. AlissaIdleLookingAround_Test01.mp4
  2. SWAT character model I created a few weeks ago for another team. Model is rigged completely, and is also setup for facial animation using morphs. Model is made in a 'modular' fashion, which means that some parts (clothing, items) can be removed to create variations. Used a bunch of different programs: Zbrush, Marvelous Designer, 3D Coat, Substance designer/painter and blender. Really enjoyed creating this character.
  3. Low poly rowboat made in Blender, and textured in 3DCoat. Model is only 1.7K tris polygons. ?
  4. Newest WIP 3d model, made in Blender, and textured in 3DCoat ?. Next is to add a water tap.
  5. Not (yet) every 3Dmodeling/painting program can export to GLTF, Josh. How are we going to import our .obj/.fbx models then ??
  6. Yeah, it was just an example. I guess it's all a matter of what possibilities you have in your 3D modeling/painting program, and the engine you're using ?. Yeah, that'd be sweet to have!
  7. Most (if not all) modeling/paint programs (3DCoat, Substance Painter/Designer, 3dsmax, Maya, Modo) allow the exporting of both options, either as single or as combined textures (using the alpha channel). I use both, but for speed I tend to use combined texture maps, as it requires less drawcalls and memory usage. Sometimes I'd even use the RGB channels to store individual maps into one (for example R for roughness, G for metalness, and B for height or ambient occlusion). But it all depends on the possibilities of the engine you're using. Exporting from Substance Painter and/or Subst
  8. Sweeeeet!! I like what I see! This is using a 'Roughness/Metalness' PBR rendering method, right Josh? Will 'Gloss/Metalness' and/or 'Gloss/Color Specular' also be supported? This is only for the new Turbo Engine, and not LE, I assume? Btw, can I send you a selfmade model in 3DCoat, to see how it looks using the PBR implementation algorithm that you're using?
  9. Here's my latest work of art. ? A demonhead. It's the start of a demonic creature. All done in 3DCoat so far.
  10. It's been a while since my last post here, lol. Have been way too busy lately. Anyhow...here's my latest work of art...it's the Christ The Redeemer statue in Rio de Janeiro. All done in 3DCoat.
  11. Yes, it is. Especially for a hard surface model like a couch. You could easily drop the polycount down to about 2 à 3 K (tris), and still obtain smooth edges. You could for instance first create the low poly mesh, define the outer shape and chamfer or bevel the edges you want to look smooth, then make a high poly out of the low poly (subdivision), and sculpt in more details (wrinkles, creases, etc...), and finally bake the high poly mesh onto the low poly, which will then create your normal maps that will make your low poly mesh look high poly . For a character model that is seen cl
  12. Here's my latest work of art in zbrush...a bandana! Low poly model is only 766 quads.
  13. Clothing creation in zbrush is fun fun fun! Here's a couple of cloth pieces i've been working on...t-shirt, pants, boots, skimask, and lastly a WIP vest . Next part of the process is sculpting in the folds, add pockets/buttons/zippers (or any other kind of detail), make the final uv map, and then bake the textures that will be used for texturing. Fun stuff if you ask me !
  14. You need a special license (I think it's $500 for Indie or so), to use Daz3D content (meshes and textures) in commercial products though.
  15. Perhaps, but most of us indie companies don't have the financial resources to pay monthly wages to their members. I've yet to encounter a member that wants nothing at all. And, I honestly don't mind paying him for his work...it's just that big companies can afford that kinda money upfront, but we as small indie companies can not, or not always at least. Also, each member will get payed (royalty based) according to the amount of work they've done. Not really, I just gave him the chance (just like all members in my team) to earn something after the game is published and sells (the
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