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Hey guys! Recently Finished a four week project where the goal was to concept, model, rig, animate and texture a character and a vehicle, and then shade and render it in Unreal Engine 4. Please feedback and tell me what you think!
To see turnarounds and a gameplay capture please visit my artstation: https://www.artstation.com/artwork/r02oG
Hey guys! Recently Finished a four week project where the goal was to concept, model, rig, animate and texture a character and a vehicle, and then shade and render it in Unreal Engine 4. Please feedback and tell me what you think!
To see turnarounds and a gameplay capture please visit my artstation: https://www.artstation.com/artwork/r02oG
Edit:adding the highpolly img
Made some tint progress on this tonight:
http://polycount.com/discussion/156888/ww1-tank#latest
https://www.artstation.com/artwork/q6Y8z
Here it is on Sketchfab
model
Might come back and add a strap, but I'm calling it done for now.
dude, I love it. I want it for my living room :pleased:
http://imgur.com/a/fePVG
Just about done with the sculpting part. Expression and pose to come!
Cheers and Have fun!
wanting to brush up on my anatomy/character art skills - I haven't done anything character related in a while. I'm also wanting to get more comfortable in Zbrush, so I've been fiddling with a bust.
Render and ref below - crits welcome. Please excuse the shitty renders. I just dropped my sculpt in marm to get something out right quick for feedback.
Some of my notes while i was working:
-Eyes suck. I'm understanding the anatomy of the lids and the orbital socket, but I dont feel like its coming across in execution. The lids seem too thick or smthing.
-I'm swapping back and forth between perspective and orthographic, though I'm mostly working in perspective. I'm trying to view my bust from all angles as I work. I've been working in ortho for anatomical positioning, and using perspective more for replicating the likeness - it feels effective but I'd like someone to confirm this.
Cheers guys!
Inspired by a wall near where I live .
100% Substance Designer. Its on Substance Share too.
https://gum.co/ZUJoF
YouTube Overview Video - https://youtu.be/7td09d3nt8U
http://imgur.com/a/Vauzv
drogyn : Awesome style on your tracer, loving it!
@MrHobo : taking a peek at you progress thread to learn some stuff, really awesome what you've been doing so far
@JoshuaC : Mad hard surface skills, man, and the texturing is top-notch !
This one is my lattest personal project done
Progress here: http://polycount.com/discussion/169403/kamul-improvement-thread#latest
More images and marmoset viewer, here: https://www.artstation.com/artwork/4RvVL
http://polycount.com/discussion/comment/hello%20guys%20hope%20you%20like%20it%20%20https://www.artstation.com/artwork/xmx3R
Made a Sectoid from X-COM while listening to some E3 streams.
https://www.artstation.com/artwork/n6OgX
@NielsTimmerman127 - really nice style you've brought through with your sculpt. I can definitely see the original artist's influence.
@Dylan Brady - love that expression and the realistic take on the character. Would be amazing to see a full-body version.
@ysalex: those clothing folds and textures make my jaw drop. Absolutely incredible!
As always, there're so many amazing pieces being posted here. Super inspiring! Finally ready to move forward from this guy.
Sketchbook progress can be found here: http://polycount.com/discussion/166342/sketchbook-dgreenberg#latest
Thread: http://polycount.com/discussion/167734/m870-pdw?new=1
I made this work in my free time. You can see the concept down, unfortunately I did not find the author's name, if you know please tell me so you can give the due credits.
– Maya and Zbrush to modeling and uvs.
– SubstancePainter and Photoshop for textures.
– Marmoset and iray for test render.
Polycount: 90k Tri.
Texture Res: 4k for Head and 2K for armor and hands
For more image visit: https://chsjacinto.artstation.com
Detailed model here: http://www.thundercloud-studio.com/character/juggernaut/
More screenshots on my website.