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been working on this cooker today, in between stuffing my face with food and Drink :)
Worked on a fanart piece for "Fallout 3 Mothership Zeta" 2023
https://www.artstation.com/artwork/mzamXd
Fan art of Strahd from the D&D Adventure :)
Working on Kaido Dreamers, an anime racing game with RPG elements
Here's one of the stage: Dock
We have a discord, for talking about the game and speaking about the devlog aspect
And for getting updated about the Demo, that will coming soon, just subscribe to our newsletter here
Much love
blocking out the undercarriage for my Chevelle
not huge accurate right now, but will work in to it
Gonna release this beast on this weekend at artstation. XD
Learning a few things with Adobe Dimensions.
Been working on this fantasy diarama c:
https://www.artstation.com/artwork/r9agJO
hard to work out what's going here, but blocking it out slowly
At the moment with a bit of downtime up my sleeve, got back into pokeing around inside a current Blender version I'd previously left off mid last year using a Tim Bergholz tute as a sort of guide. However since my SPainter & MT4 licenses have lapsed I'll finish this little prop natively via a Bevel shader - PBR texturing workflow alongside renders previewed in their EEVEE rasterizer...should be fun.
Normals test bake at 4 samples in Cycles- 2048 x 2048 texture:
Obviously coughed up a shitton of errors and that uv layout is an absolute eyesore but still we've at least something too work with :)
mkaing more progress, made my own car shader, which is a little more stylised. I have to research more to get good ref for the rear suspension arms. looks really complex
Really like those panel creases, overall your car is coming along quite nicely 👍️
cheers man - hard work though takes a long time
These are ideas for my sci-fi game project. I made a tank with a floating turret controlled by A.I. projecting hologram
I made this car shader as it seems to sit quite well in most scenes
Simple Kawaii Mug modeled in Blender.
Working on another stage in Kaido Dreamers, it will be Touge stage
Some tests with volumetric fog in V-Ray
Recently finished this model for a university exam, was quite challenging since I'm more used to doing stylized but it was also very fun 😄
started this in 1998. was actually textured, but I lost them,
gonna turn it in to a high res mocdel ( P-51 Mustang)
Contains, NUDITY WARNING? \/
Thread: https://polycount.com/discussion/231799/wip-scylla-von-blast#latest
sketchbook has an update to the conceptual bits i am playing with:
https://polycount.com/discussion/218062/sketchbook-david-cruz/p2#latest
(sometimes, i am actually making sketches on it) Nice work all really motivating!
Continuing with Bevel shader Normal test bakes & subsequent revisions.
Created 3d model of Bulbasaur for 3d printing. This is the first time I have done sculpting. This model is developed and rendered using blender 3d. Happy to receive some feedback.
Been working on my version of a Sci-Fi 'BFG' in spare hours after work. Almost done with the modelling / detailing for the highp.
You can see the concept sculpt where I conceived the idea first over here -> https://mpolster.artstation.com/
Been working on a steampunk airship.
Currently blocking things out.
Starting 2023 with something a little different. Still a WIP and more updates and images over in my THREAD
finally got vector displacement working since i first tried it maybe 10 years ago
yuo have to render a diagnostic map and choose the roundest version and choose that number. It was 25 for me, though it was not 'perfectly' round
if you are not aware, Vector displacement does not need a high res mes to displace, it's shader based and looks very clean
seems that you have to recalculate the number for each zbrush model though. what a pain
i think that you can use them in Unrela engine, but it's still in development from a user
this is sooo flakey, gave up on it :)
Mauser Karabiner 98k, the model was made in blender, and the textures were made in Substance 3D Painter.
This is a stylized environment that I was working on. I saw some tutorials on how to make the water, grass, and tree materials in Unreal that you see here. This just lead me to make a forest scene because I wanted to complement all of those and I love forests.
Wow, and all this is done only with unreal engine?
Only the textures on grass, leaves, and water were made with blueprints; otherwise, the rest was modeled and textured outside of Unreal.
Here's my latest project that I just finished, a game-ready fanart of Raiden and Bladewolf from Metal gear rising. Let me know what you think!
Close-ups and details: https://www.artstation.com/artwork/KOX2VR
forum post: https://polycount.com/discussion/232280/raiden-x-bladewolf-metal-gear-rising-game-ready-character-fan#latest
eyes have gone a bit off, since skinwrapped it to another mesh, but anyway will add some eyelashes next
cycles in Blender 3.2
Hi All! My new work - Winter Mountains Pack (World Machine)
Fully Procedural Landscape created in World Machine
https://www.artstation.com/artwork/vJn5K3
preview render. jsut tryign to improve my lighting skills as I am more and more and more interested in sahder/lighting these days
256 samples with a 4k displacement map
Hi all.
I'm working on this dude. Trigon from DC movies. Still on retopology. Any feedback is always welcome.
Did a test render with the zbrush mesh on redshift to get the feel on how is looking.
I'm still not sure on the end result. Probably gonna try and port it to unreal. But I'd like to learn Katana in the process too
Hello, hope that you all enjoy this demon shogun I modeled based off of a character concept that my friend made a while back.
Artstation link to concept:https://www.artstation.com/artwork/zAmAYL
Working on a hand painted Doomslayer from Eternal. Modeling the crucible next.
Giving him World of Warcraft-sized shoulderpads because why not?
Will be posting more updates in my THREAD.
https://www.artstation.com/artwork/X1yY53
Training for 3D prining.
Still Learning how to sculpt heads.
Long time no see! map for Unreal Tournament. Thread about it will be later. Cheers!
Hi,
We currently working on our Touge stage, here's you can see a video we made
Feel free to tell us what you think about it, we have a Discord, for speaking about the game, just click here
military tower in the style of sci-fi
Messing with eevee, which does nice real time displacement via shader
eyelashes crash every time I try and sculpt them (sigh)
Chipping away at this kombi as my first vehicle model
Blender's rounded edge shader can be a bit fiddly so I guess it's par for the course, when working on something under a new spec because the tendency for revisions, did seem too crop up with unerring frequency....although to be fair most artifacts were derived from my poxy mesh rather than DCC feature wise.
Increased texture size to 4096px² for these final normal test bakes, eventually will downsample to 2k once I'm done fixing a couple of minor issues also hadn't updated my GPU drivers, so EEVEE viewport previews were a tad noisy:
Edit:
Strongly recommend this in depth post by @FrankPolygon on various normal baking artifacts and solutions to resolve them - https://polycount.com/discussion/comment/2759935/#Comment_2759935
Currently working on a new level. We wanted to add various seasons and weather effects in the game.
This stage was done in one. We will start to tweak it, and share our progresses
@sacboi - have you tried the wighted normal modifier. my workflow re hard surface tends to be boolean, bevel then weighted normal