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https://www.artstation.com/artwork/GqeRQ
U
Just finished up my Overwatch Fanart - Junkrat's gun
Marmoset viewer:
https://www.artstation.com/artwork/XzgXL
WIP thread:
http://polycount.com/discussion/171925/overwatch-junkrats-gun-fanart#latest
LP 13k tri
2048x2048 texture
Working on some pinup succubus 3D print for Christmas :
What software do you use to render your models ? I'm using Substance Painter 2, but I need to improve my skills on it.
I would appreciate any other tips os critiques that can help me get better at it.
Recent version
More in my thread: http://polycount.com/discussion/comment/2503433#Comment_2503433
Sketchfab
Cheers!
https://www.artstation.com/artwork/n8Z1E
model
https://twitter.com/EATMEATGames
Fun environment for practice. Been wanting to get more acquainted with UE4.
Modeling and texturing by me, FX and some decals borrowed from the Epic Reflections demo with some minor tweaks. Thanks to all the folks at Epic for providing great demos and assets to learn from!
Video and pics: Artstation
And the hair, oh boy, sooo hard, so only a placeholder at the moment of rough imm planes from zbrush, instead of leaving it bald
https://www.artstation.com/artwork/xoBmX
More on https://www.artstation.com/artwork/XzGzl
A small bit of progress on this head. I've got all the subtools up to about subdiv 3 or 4. Still need to add jewelry and some other small touches.
The goal of the tool is to streamline and minimize baking setup time, also to get rid the need to ever leave Maya to bake. From my benchmark timing tests it takes me about 6-10 min to setup a bake in Knald, xNormal, Designer, or painter and even more time if you need to do test bakes or rebakes as you work. My tool cuts that time down to less 20 seconds, and that includes making the cage, exporting meshes, and naming/organizing meshes and maps.
Features include:
- Create a standard scene for all bakes.
- Create a standard naming and organization for all baked maps.
- Export all "smooth preview" meshes as smoothed for the highpoly model.
- Quickly make and edit a cage mesh. Making a cage with a single click, and then you can just slide the slider to inflate it.
- Select from a range of maps including all the maps needed for Substance Painter's masking system.
- Support off square baking (ie 1024x2048). Substance Batchtools by default does not support this.
- Select which UV set to bake to. Not a common feature for a lot of baking programs.
- Use name matching for cleaner bakes which gets rid of the need to “explode” a mesh and bake two AO maps.
- Use an external highpoly if you do not want to import it into the Maya scene.
- Launch/Create a new Substance Painter file with all the baked textures imported into it. Also supports an already existing painter file.http://polycount.com/discussion/180026/helmet-49#latest
For more detailed images :
Polycount thread - http://polycount.com/discussion/150884/substance-learning-thread#latest
Artstation Link - https://www.artstation.com/artwork/wqx49
Played around with subsurface scattering maps for the very first time during this project. Still not 100% sure how to get things to look like I want them to but I think I reached a good middle ground for my first attempt.
More images and the 3D Viewer on my artstation: https://www.artstation.com/artwork/8okNq
Project I've been working on. I took Dr. Grordbort's 4th Law but changed it to a breach loading rifle and created a cartridge that would go with the rifle. More images on my art station https://www.artstation.com/artwork/bb6yr This is just the high poly. Working on low poly before I take it into Substance.
Main thread [here]
working on this happy pandawa lady
http://polycount.com/discussion/comment/2506813#Comment_2506813
Long time ago I was working on highpoly of this guy for cinematic and now decided to finish it as a realtime model.
Higpoly done in Zbrush, Topogun for retopology, Unfold3D for UVs, textured entirely in Substance Painter, presentation in Marmoset 3 (Special thanks for this amazing software!)
https://www.artstation.com/artwork/PbEy3