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09 Feb Ironman Fan Art - Joe Zheng
James Busby 0 16543
ArtistJoe ZhengWebsiteArtstation Scan usedMale HD Head Scan 01Joe has created a stunning tribute to one of his favourite movie characters using Unreal 5. With an eye for detail and a passion for digital art, Joe crafted a meta-human with intricate shaders that bring the character to life, capturing the essence of the original movie character. Joe's..
07 Oct Using HD Displacement Maps
James Busby 6 29520
  Introduction In this tutorial I want to show you how to use our new HD Displacement maps. First I want to give you a little bit of information about the maps themselves. They have been extracted from our HD head scans as 16bit displacements, we had to use a combination of Zbursh and Xnormal to do this as Zbrush's default displacement expor..
21 Jun Rendering, Lighting & Shading in Marmoset Toolbag 4
James Busby 80 15729
  Introduction In this video I'm going to show you start to finish how to render a character head using Marmoset Toolbag 4. This video will cover everything you need to know including Zbrush export, lighting setup, shader setup, Spec and roughness maps and eye shading and texture setup. Im using a head kindly donated by my good friend Erick Sosa..
12 Oct 3D Scan Shading With Sketchfab Guide
James Busby 0 25469
3D Scan Shading with Sketchfab    By James Busby I'm sure almost everyone has heard of or played with Sketchfab by now but recently they have added some nice new subsurface scattering and screen space ambient occlusion features which has turned it into a pretty powerful real-time viewer, especially for characters. In this article, I'm going ..
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