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Here's a new shot using the models I was working on recently.
As seen on Art Station: https://www.artstation.com/artwork/OaJzy
Here's the TIE model up close. Check out more shots at: https://www.artstation.com/artwork/AygdW
https://www.artstation.com/artist/bparillo
Working on this fella
Wanted to try out FunkyBunnies new curve brushes.
Did a timelapse video.
They were a joy to use!
https://youtu.be/L6QzX6RURcI
The Order 1886 - props
Concept Lead: Joe StudzinskiReference Sr. Environment Artist : Hugo Beyer
Original Concept Art: Iron-Fox
Any feedback would be greatly appreciated
https://www.artstation.com/artwork/By90A
Here's my latest wip
https://gumroad.com/acms
Images: https://www.artstation.com/artwork/eVm0P.
https://www.artstation.com/artwork/Pyga4
The tutorial was created using 3ds max 2017.Check it out om Gumroad for a full description.
model
https://www.artstation.com/contests/the-journey/challenges/3/submissions/2331
chears.
TOBBO: Thanks!
ROLLIN: Yeah, I also thought about that. It is gradually getting more narrow, so in theory, a pen should get stuck in there..
I'll know for sure when it's printed I guess, hehe.
I have a replica gun just like this on my wall and I must say youve done a very good job. Although mine has big nails tacking the metal and wood together, not screws?
Here's my 2c
the seperate geometry you have modelled for the stitching at the front, and the leather sections and studs along the middle-front work well as seperate geo stuck onto the main mesh (you'd never know) ; so why have you modelled in all the other studs? Its wasted polygons, wasted energy and creates problems for yourself (like the extra edge running into the bottom left of the eye)
I know this is probably just a high to extract normals etc from but still.
Good model though looks great either way
- Hope that helped a bit
http://polycount.com/discussion/162644/3d-character-dev-based-on-lost-boy-by-ash-thorp-fanart#latest
Original Concept Art: Iron-Fox
Just finished my latest piece, The Hunters Dream from Bloodborne Rendered in UE4
More images in my thread:
http://polycount.com/discussion/comment/2439633#Comment_2439633
https://www.youtube.com/watch?v=0X7Vj-MO77w
Something I've recently finished.
Modeled in Maya, rendered in UE4.
I recently finished this sculpt done for Gio Nakpil's course, Mastering Organic Modeling. Had a blast!
Also, I re-worked my Marmoset scene for a bust I did a while ago but never liked the light setup. Better late than never.
Head over here to see more images of those projects. Hope you like it!
rendered in keyshot
rendere in Marmoset
awesome environment, man!
I am continuing work on a (mostly) daily abstraction series..
N
5.5.2016
x-post from my daily thread here:
http://polycount.com/discussion/167464/etrange-a-daily-abstact-series#latest
Are you telling me this isnt a screenshot from the game? better actually. Seriously, well done.
https://www.artstation.com/artwork/eVZ5G
Some progress:
https://www.artstation.com/artwork/Wg9GJ
model
model
Reworking an old model I made a few years back. It's a Kappa from Japanese folklore. I don't usually do character stuff anymore so it is a fun exercise for now.