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From the hype of CBS' Supergirl, I'm making a Melissa Benoist New 52 Supergirl! I'll add the cape after posing. Here's some WIP screen grabs. Any C&C would be much appreciated.
Anyway, nice.
More images : https://www.artstation.com/artwork/0oz5y
https://www.artstation.com/artwork/4laO2
https://www.artstation.com/contests/the-journey/challenges/2/submissions/749
https://www.artstation.com/artwork/L82kw
Jacket's everywhere!!
http://polycount.com/discussion/167506/cyber-wizard-character-project
http://polycount.com/discussion/comment/2436424
(please excuse the very poor drawing in the bottom left, is supposed to just be a very very basic reference concept doodle!)
Slowly working on learning UV unwrapping, texturing maps in Substance Painter, and then checking out Marmoset Toolbag...I hope that my next update contains something that will look reasonably polished! So much to learn in just a couple of weeks (x.x)
i've been making a bunch of knives!
A little Prop Modelling exercise I did to improve my overall quality of textured assets
High Res: https://www.artstation.com/artwork/4l6gq
The Celt - work in progress
Inspired by a sketch from Marko Djurdjevicthread: http://polycount.com/discussion/151867/remaking-an-old-quake-iii-character-i-did/p1
Some renders from the scene I have been working on. Feel free to look at the progression on the discussion page: http://polycount.com/discussion/165008/deus-ex-environment#latest
Currently working on this new character. The idea is that he's some sort of traveler.
3d model and more pics on Artstation.
Also added a viewer for some modular tile sets I created for our VR pitch at work.
https://www.artstation.com/artwork/Py2x8
Finally I can focus on some my AC: Revelations Ezio project again. It is going to be good to work on something new and not just retouching older stuff.
EDIT: Here he is with human eyebrows and ears.
https://www.artstation.com/artwork/9k1kL
Crosspost: http://polycount.com/discussion/168333/nicks-substance-materials#latest
8000 Polys
Diffuse, Specular, Normal Mapped
Fully rigged and substantially animated. Initially modeled in 3DS Max, sculpted in Mudbox
Forest Wizard
In this personal project I tried to make another approach at high poly texturing and rendering. I used Zbrush auto unwrap feature to quickly unwrap whole model (15 pieces each with its own 2k texture). Next I used substance painter 2 for texturing. I was quite surprised at how smoothly substance was able to visualize the model in real time. Next I exported all the maps into toolbag 2 for final render. Its amazing how smooth it worked in toolbag as well! The total poly count was something like 1340555. Anyway I hope you like it!
done
https://www.artstation.com/artwork/yo1gx
Marmoset Viewer at https://www.artstation.com/artwork/OaDVb
https://www.artstation.com/artwork/QEG4E
model