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Real-time shot from Unity using Bakery for lighting and some newer post-processing stack stuff.
Zombie hellhound sculpt: artstation.com/artwork/4b5rv
This is the main character of my undergraduate project. He's name is Hion a paceful creature!
More character of the project and more imagens in hi-res here: https://www.artstation.com/anderson-belem
https://www.artstation.com/artwork/xzbY52
My version of the shot from the Blame! manga.
https://www.artstation.com/artwork/3oYK3v
Here's the final render with Marmoset of my Giulia, it's a game ready model.
Modeled with Blender & textured with Substance Painter and Photoshop.
200K Tris
More pics here: https://www.artstation.com/artwork/nQ5nKE
https://polycount.com/discussion/215916/alfa-romeo-giulia-quadrifoglio#latest
https://www.artstation.com/artwork/Oyegab
The concept art and overall supervision was made by:
More my works at https://www.artstation.com/blackfenix_urs
https://www.artstation.com/artwork/lVvRba
https://www.artstation.com/artwork/oOV2rm
https://www.artstation.com/gloriastamova
P.S. I like glowy stuff!
more https://www.artstation.com/artwork/xzVB6W
Catch the lore and history I created for it on this post: https://polycount.com/discussion/216453/star-wars-the-ancient-temple-a-new-age-of-lightsaber#latest
Thanks,
Logan Thurman
Breakdowns over here if interested!
https://www.artstation.com/tetranome
https://www.artstation.com/artwork/9enRRo?fbclid=IwAR2MYMLxtfKvYk_enE2YC7EjRa84Wt5GN9nqXeTlEfga7-EfNCsp_Z9SCQQ
https://www.artstation.com/artwork/9enRRo?fbclid=IwAR2MYMLxtfKvYk_enE2YC7EjRa84Wt5GN9nqXeTlEfga7-EfNCsp_Z9SCQQ
Hope you enjoy !
https://polycount.com/discussion/216485/mera-rig-showcase#latest
Shameless crosspost technical details:
F.A.C.S. Based ( (Facial Action Coding System)
- The rig uses 170 blendshapes retargeted and simulated to fit the physiognomy.
- Limitations are put in place to help the animator or mocap data avoid combining blendshapes that don`t mix.
- Custom DX11 PBR skin shader with dual lobe specularity, deep scattering, fuzz map, wrinkle maps, bloodflow map... close to the skinshader in Unreal Engine.
- Custom DX11 PBR eye shader with physically based refraction, iris control, caustics. Similar to the implementation from Unreal Engine ( Works with that geometry )
- Procedurally created anatomically correct jaw that respects proper protrusion.
- Python GUI with pose manager, controller lock ( freezes everything else ), mirror.
- Stretchy IK Tongue Rig.
( Modeled by Georgian "Nimlot" Avasilcutei )
Turntable and more shots: https://www.artstation.com/artwork/8lXeln
https://polycount.com/discussion/157279/the-wonders-of-technical-art-unreal-engine#latest
The concept art and overall supervision was made by:
More my works at https://www.artstation.com/blackfenix_urs
You can find more details about this and my similar projects here in my tech art sketchbook:
https://polycount.com/discussion/157279/the-wonders-of-technical-art-unreal-engine#latest
You can check more photos of my works here:
https://leonardojohn.pb.online/3dmodels
More renders
https://www.artstation.com/artwork/58xB9W
https://www.artstation.com/menatombo
More shots on my Artstation: https://www.artstation.com/artwork/W2n1Ly
https://polycount.com/discussion/158820/package-for-hard-work#latest
https://www.artstation.com/artwork/w8VGRZ