Viking - Next-gen Game Character


(Rayle) #1

Hello folks!

I'm new here, this is my first model on Sketchfab. Love the viewer so far :smiley: I'm going to upload the rest of my 3D models to Sketchfab, so follow me if you are interested in my works.

Thank you,

p/s: Watch in HD if possible!

Viking - Next-gen Game Character by Ray Le on Sketchfab


(Simon Kratz) #2

Welcome! Really looking forward to see more, your first model looks amazing! :smiley:


(Stephomi) #3

Really cool indeed.

Just saw the facebook post and saw:

SD = 2k texture
HD = 4k texture

To be more precise, the limit is not per texture but a pixel sum budget.

Currently, it's
LD : <2k (mobile)
SD : <8k (desktop)
HD : /

Basically, if you have 4k rgba texture, only LD and SD will be available.

We also weight the texture depending of the number of channels used, so a cavity (greyscale 1 channel) will count for the third in comparison to a normal map (RGB). And even RGB texture will count as (3/4) since the Alpha is not used.


(Bart) #4

Hey @rayle, it's gorgeous!

I was wondering if you have any tips about setting up hair and fur, in addition to what we already covered in this tutorial?

http://blog.sketchfab.com/post/113955110969/tutorial-real-time-fur-hair


(Rayle) #5

Oh I see, thank you for letting me know. I'm using 4k RGBA texture so I thought HD = 4k xD


(Rayle) #6

Hi Bartv,

Thanks. The technique that I used for hair was simple, not fancy at all. This is the making of the hair http://i.imgur.com/ZUKt7yp.jpg .In Sketchfab, I put the hair diffuse map RGBA (.TGA) in the diffuse and the alpha map (.JPG) in the transparency.

For the fur set up. I duplicated the fur base mesh 4-5 times and apply transparency to them to create fuzzy effect.

Hope this helps :smile:


(Bart) #7

That's fantastic! Would you mind if I posted that as a tutorial?


(Rayle) #8

Sure :smile: thanks!


(Bart) #9

Awesome, thanks! I'll let you know when it's published :smile: