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Blocked out most of the smaller shapes and added the straps/bipod. Also altered the design a bit.
Let me know what you guys think
ArtStation : mischavanandel1.artstation.com
https://www.artstation.com/artwork/XbBPR
available for download (maps + high mesh for bashing)
https://www.artstation.com/artwork/LE2D5
Thread: http://polycount.com/discussion/170072/wip-mg-42-machine-gun#latest
Comments and feedbacks are appreciated.
Here's my 1950's style RayGun.
Edit: I made this model using a single reference image I found on the internet with no source, but thanks to trollager for the info
Reference based on Ryan Nagata's prop raygun.
glowing lava rock
https://www.youtube.com/watch?v=Yo6pq77T6hw
model
And the animated version (just a simple idle so I could see him come to life):
model
Animated version (doesn't work on mobile):
=model
synthscape
Link for WIP - http://polycount.com/discussion/156247/ue4-old-pub
More screens - https://www.artstation.com/artwork/d98x1
https://www.artstation.com/artwork/rZb6G
I made this model to try out PBR shading in Substance Painter and Toolbag. This is the high res version. I'll post the game res model when it's done. I'll also be starting a thread on here for it.
Concept by CreatureBox.
Cheers.
*EDIT: Thread is HERE
Lookin sexy @st0kje
Shit, that's mad! Super amazing work @cmc444
I'm still working on this one....
Cheers!
update on this RC Bomb I've been noodling with, turned into a nice texturing exercise. More details - http://polygoblin.net/ArtBlog/?p=768
@KellyJohnson3DArt superb!
@Juju amazing render! I really want some tips on that.
I made this Keyshot render of Caroline
Original concept - https://www.artstation.com/artwork/D5JGA
https://www.artstation.com/artwork/n6YVK
Thread : http://polycount.com/discussion/171105/3d-concept-the-communist-rifle#latest
ArtStation : https://www.artstation.com/artist/mischavanandel1
I think I have finalized my mg42: http://polycount.com/discussion/170072/mg-42-machine-gun
I wasn't here for awhile. Great stuff everyone, looks like everybody is improving his skills!
I'm going back to basics, I need to improve my modelling and texturing skills. I made a grenade model by following great tutorial by Tim Bergolz, but I skipped the texturing part for the sake of learning Quixel.
https://www.youtube.com/watch?v=EjAAFpcdgJc&feature=youtu.be
I've been working on my first ever 3D project using a basemesh I've found through the PCount wiki.
I'm trying to come up with some interesting shapes using poly-groups, panel-loops and some random inserts while still trying to learn the navigation, so please excuse the general sloppiness.
Critique always welcome, i'm glad I've found you guys!
My latest work (~20 hrs work).
Tools used: 3dMax, Substance Painter, Photoshop4k Textures (will be downgraded to 2k in engine), PBR Spec/Gloss
4865 verts (launcher + rocket)
Comments & Critics welcome
Topic: http://polycount.com/discussion/164429/wip-construction-pack
model
And a few closeups in my blog
Real-Time Strategy development from Tiphsah,INC.
demigodssw > the texture itself is nice I think, although the red stripes are too blurry in my opinion. What bugs me in the other hand is the blobby aspect of the concrete. I'm sure such concrete barrier, as damaged and worn as they could be, should still have a lot of sharp angles.
PES > that is a cool start! nice looking boat so far
renato.medeiros > I think it is quite a cool character but I feel it needs to be pushed further. The sculpt and baking are looking good from what I can tell but the materials and lighting aren't at their strongest point. There's too much going on. We can't focus on anything in particular. It looks like there's no AO or gradients or value separation that helps us to read the model. Too much different saturated colors all the around without any strong and precise material differentiation. Keep it up, I'm sure you can improve it!
BIQZ > cool sculpt ! The horns lack definition and sharpness but I'm sure it's a WIP
Eximisi > welcome aboard. It always cool to play around with softwares at first but make sure that you don't loose yourself into technicalities. Start by the basics, maybe try to redo the basemesh that you download from scratch and learn anatomy
Tiphsah, INC.
Winter is coming!
Marmoset Viewer
The trailer for IBUKI was just released for street fighter 5 and it's a character I had the great honor to do while working at Volta.
I did the high resolution sculpt (zbrush) as well as the real time ingame model and textures
Hope you guys liked it, it was a great honor for me to work on such a franchise!
https://www.youtube.com/watch?v=C8_CY3YECW0
Real time strategy
nothing likes chaotic moving days
Looks great! big fan and longtime player of the game, and it fits right in the current style of the game, well done!
Note: I'll probably hate her guts after losing a gazillion times to Ibuki