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a Project that was born from working on a workflow to convert marvelous animated cloth into a game engine.
inspired by the Toronto Subway System.
more screens https://andreychx.artstation.com/projects/ao4L4k
Getting towards the end on this Tucket Sno-Cat. Starting to lay down some grungier textures before wrapping it up.
I tried to make He-man as realistic as possible. I still have a lot to learn in case of posing.
https://www.artstation.com/junk_drawings
https://www.artstation.com/artwork/AlWyoe
https://www.artstation.com/artwork/Dvy1wy
Link: https://t.me/hellbrush_art and https://twitter.com/hellbrush
Creating a futuristic ninja. Starting with the under armor from a rough blockout, there will be some heavier armor pieces layered ontop, as well as a cowl / helmet. Hoping to create an energy katana.
I just need to put enough if the major details in people do not focus on what's missing.
added the alternator and some of the belts . this is for a model pack am making
Stylized Lantern Post

by n1k on Sketchfab
love doing
Here's a link to my topic! https://polycount.com/discussion/233033/wip-old-arched-house-environment#latest
A couple of flights of what we have at the moment:
https://www.youtube.com/watch?v=mt4ETMuXb2k
https://www.youtube.com/watch?v=iW8ArfhybS0
most artists don't even bother to model the underneath unless you are working on a car game and the car might flip over
Working on a little stylized house and I didn't expect it to be more of a environment project
Also first time modeling in Maya and I'm so confused after Blender
the idea is to to give less strength to the bevels and more strength the the large polys
fixes about 90 percent of shading issues on low poly models
EDIT just relaised thta most of the time Harden Normals works jsut as well, which is weird as it actually makes the bevel look softer
There are virtually no hard edges, just bevels with face weight influence - slight weirdness on the panels, but I can
probably redesign that slightly
car is aorund 40,000 tris, no subd
I want to share the works in the creation of which I participated as a part of the DragonFly team, I worked on the Wayfinder project as a 3D technical team lead from the very beginning of the project for about 4 years. My job was a technical review of the models, teaching and helping a team to polish each technical aspect to reach the best result on retopology, UV and baking.
More works on https://www.artstation.com/alexander_blackfenix
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ArtStation - Project A - Realtime Character, Marlon Wolf
Thank you!:)