@Arkideit looking good, but yeah it's looking a bit opaque.
To get feedback on your work, the best thing is to make a Topic in one of the Showcase sections (2D, 3D, or Animation) and embed images you want feedback on.
This "waywo" Topic is really just a way to get the word out about your current works in progress. For feedback, it helps to make a new Topic. <3
WIP of the player character rework for my game project. Going to see how this plays with a stepped lighting shader and maybe an outline shader on certain parts of the mesh.
cars are really hard to get right, but I figured I would learn the techniques re weighted normals etc and I think its improving. currrentyl around 120,000 tris, but totally unoptimised so far. each panel has 1 subdivision + a bevel modifier/crease values and weighted normals
Replies
my latest car model. ( 1971 chevelle) need to work on quite a few things, grill, interior etc but i am enjoying cars a bit more now
using booleans on top of my subdiv, works ok overall, will work on the tyre tread next, never actually modelled tyre tread before
Currently working with this character. Guys i need an advice. Is this looking like organic and fleshy or it is more like a rubber duck?
Hey,
Check out my new work:) This time i did a likeness study based on Jay Samuelz
ArtStation - Jay Samuelz - Realtime Likeness Study, Marlon Wolf
@Arkideit looking good, but yeah it's looking a bit opaque.
To get feedback on your work, the best thing is to make a Topic in one of the Showcase sections (2D, 3D, or Animation) and embed images you want feedback on.
This "waywo" Topic is really just a way to get the word out about your current works in progress. For feedback, it helps to make a new Topic. <3
WIP of the player character rework for my game project. Going to see how this plays with a stepped lighting shader and maybe an outline shader on certain parts of the mesh.
More can be found in my THREAD.
I'm working on recreating this scene https://www.behance.net/gallery/45657195/Huts-shacks-and-shelters this being the first time I try an environment by doing every part. piece by piece.
slowly finishing up my car piece, need to redo the headlight blinkers, grill needs to be refined etc
Just finished this thing.
3d rendered image of an attic room interior - rainy atmosphere outside the window.
Software used : Blender, Krita, Substance Painter .
Rendered with Cycles.
just finish my env💙 https://www.artstation.com/omar8-bit
update on the refinement , started using booleans in certain areas
no subd apart from the few bits and pieces
One of my environments I made for Zombie Army 4 which I just got round to adding to my artstation! 😄
https://hdickson.artstation.com/
My latest work
https://www.artstation.com/shreyasi25
Modeling in Maya
Texture in Substance Painter
🙂
more on my '71 chevelle - mixture of booleans and manual hole cutting
got the actual chevelle type face( more or less)
car paint shader by Guilherme Campos
https://lnkd.in/e8Tv96RY
Progress!
*also added sneakily the greentooth
Big Sister✨
More on my Artstation:
https://www.artstation.com/artwork/yJqLP5
impressive work 🤩
so started working on detailing the leather jacket, watching the guerrilla games workflow really helped alot
still i would love to get some feedback guys here: https://polycount.com/discussion/231612/tom-hiddleston-game-character-personal-project#latest
Now am wondering which workflow to go about making the stitches?
is it better making them in zbrush as with curves? or better leave it for later in substance painter?
Currently working on Kaido Dreamers, an anime racing game with RPG elements. Here's Dock stage wich is a location for drift racing and gymkhana
We added some rain, and introduce some splash particles instead dust.
A Demo is coming soon. For getting updated, just subscribe to our newsletter here: https://kaidodreamers.wixsite.com/kaidodreamersgame
Or join our Discord: https://discord.gg/qTucBQVPjC
Much love
Finished my oldest project.
Started 10 years ago
More pics here https://www.artstation.com/artwork/3qy6lg
Ended up going back to the grayscale aesthetic. Still WIP and there is more in my THREAD.
Added a subtle Fresnel to the shader to try and help the model pop off the background more. Snippet from Unity.
Been procrastinating on this Unity project for awhile..
trying to finish it before New Year 😬
A bit of SW fanart:
sketchfab link:
working up my Pony
cars are really hard to get right, but I figured I would learn the techniques re weighted normals etc and I think its improving. currrentyl around 120,000 tris, but totally unoptimised so far. each panel has 1 subdivision + a bevel modifier/crease values and weighted normals
Here is one character model for 3d Printing that I have created recently while working as freelancer.
happy new year everyone, 2022 was the worst year ever, hope htis one is better :)