ZBrushCentral

Hercules The Legendary Journey

Textured the apple.
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Textured the arrow and the torch
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Testing the Stingray PBS material in Maya to add PBR textures for Painter, using it on the apple, torch & arrows, only wish it could use packed textures.
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Working on the base in zbrush
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Finished the highpoly base, next up texturing the base.
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Textured the base.
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Almost finished, a few more things to do and it’s done.
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There is some antialiasing on the face and hair further away, i have aa set to cinematic but i maybe able to add an lod and completely remove the fuzz further away and maybe add an lod for the hair so there are fewer hairs the further away the camera is.

Fixed all the issues i mentioned above, added fire to the torch, tweaked the lighting and the post process volume, almost finished with this project, will make a showcase video and call it done.
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Showcase animation, used UE5’s Sequencer for the animation, made the hair dynamic and added wind to the solver.

Hercules The Legendary Journey 3D Showcase V2

This is V2 of the showcase, here i increased the wind a little bit and fixed some of the hair collision.

Updated the textures and especially the lighting, it was way to bright, not used to lighting stuff in Unreal.
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Went back to this project, prepared the highpoly for print (posing, fixing, cutting, keying, cleanup), was pushing my pc to the max on this one. This is the most detailed, complex character and will be the largest statues i will be printing to date.
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