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https://www.artstation.com/artwork/dygZVK
Sharing my latest work.
"Portrait"
Made with Blender and Zbrush. Rendered in Cycles.
Thanks!
More here- https://www.artstation.com/artwork/K3ynZx
Highres of my latest character Ingrid. Made in Blender and Zbrush.
https://www.artstation.com/artwork/kN2xJA
Here is my most recent work, created using Zbrush and Blender and rendered in Marmoset: https://www.artstation.com/artwork/P6ydYL
https://polycount.com/discussion/236534/first-post-here-and-my-first-kinda-realistic-character/p1?new=1
Hi ! Here is my recent work .
So, wip for this year
Sharing my latest work of crusader.
Made with Maya, Zbrush, Substance painter and render in UE5
Thanks!
More here - https://www.artstation.com/artwork/qJ6qYy
https://polycount.com/discussion/235951/striker-zero-wip#latest
Woodcutter
More on my portfolio https://www.artstation.com/artwork/YGbm3Y
Artstation: https://www.artstation.com/artwork/K3PnR9
Just published my new handpainted artwork https://www.artstation.com/artwork/4N1Pll
Modeled in Blender, sculpted in Zbrush, baked in Substance P, textured in 3DCoat, rendered in UE5
Thank you!
rendered in cycles Blender 4.2 I tried a different lighting set up here. HDRI set on 10 intensity( will vary depending on HDRI) provides most of the reflections - sunlight with a large radius, so it provided some overall lighting, but I turned off the specular contribution , but mainly lighting the scene. exposure is set on about -2 ( don't ask)
The sharp shadow is coming from the HDRI , which contains a contrasty sun.
Lastly, an area light for added reflections
in post, sharpen, bloom and tiny bit of lens distortion
total tri count is 21,000
The shading was achieved with 'weighted normals' and 'edit normals' to make the reflections and shading more consistent
generally low poly shading looks awful , hence the need to mess with the normals