Hey guys. Even though I didn't really feel done, I decided to call this finished.
Hey guys, I just wanted to share with you some of the work I did on Dishonored 2 at Arkane Studios. I did modeling and texturing of the assets you can see below.
Hello ! I want to show you my newest artwork. My first environment for a long time. Textures made in Substance Painter, 4k. I hope you like it!
Hello Everyone! The XCOM 2 Environment & Concept Artists have teamed up to bring you an environment/concept art themed Art dump!
Military equipment created for use on the Fortress of solitude environment.
In a close collaborative effort with Mike Buelterman we worked on establishing the world art of the Infinite Forest for Destiny 2 - Curse of Osiris. I was responsible for world art, architecting, and finishing of the procedural pieces involved in the Infinite Forest and establishing a wide range of variation and visual interest as well as taking the majority of the pieces to their completed state. This was a really fun project and I had the opportunity to learn many new techniques and it was really cool to randomize and see my variants come to life in interesting ways I never expected to see. Thad Steffan's lighting portfolio (https://www.artstation.com/mycodork) Follow for more art and madness Facebook: https://www.facebook.com/ninehydras Instagram: https://www.instagram.com/ninehydras Twitter: https://twitter.com/ninehydras Soundcloud: https://soundcloud.com/ninehydras
I was one of the main World Artists responsible for creating the Black Garden. As always with everything at Bungie, this was a huge collaborative effort by many talented artists and designers across the studio. I was responsible for all natural palette development (modeling+shaders), building several spaces, some mass-out, architecting, finishing and polish. Leads: Brian Frank, Andrew Hopps Mass-out: Ray Broscovak, Andrew Hopps, Aaron Canaday Palette Artists: Myself, Ethan Scheu Lighting: Thad Steffen Design: Chris Manprin, Darin Lantzy, Jake Meyer, Brian Frank
A whole bunch of screenshots of our work on The Scarlet Keep for Destiny 2: Shadowkeep. I was lucky enough to get to design and build this strike from start to finish, but as usual it was a huge collective effort between many talented people. Big credit to goes out to : Gameplay designer: Daniel Grafstrom Palette artists: Ethan Scheu, Andrew Kreutzer, Aaron Cruz, Steve Klipowicz World artists: Kyoungche Kim Lighting: Madison Parker Skies: Mark Goldsworthy Be sure to check out their ArtStation pages!
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Some of the work done in 2015 for Watch Dogs 2 at Ubisoft Paris (which was in charge of the Sausalito & Oakland areas). © Ubisoft
Work done for the next Simpsons Movie. I was particularly excited to work on a universe that I love since I was a kid. Various artists of the movie crew said they wanted to evolve aesthetically the Simpsons license more to a poetic style. Matt Groening explained this next movie would approach the studio Gibli style. I can guarantee that the humor has been kept, but the Simpsons is this time accompanied by a contemplative touch and a more poetic atmosphere. This new Simpsons Movie coming next year. Other simpsons artwork here: https://www.artstation.com/artwork/springfield-memories-the-simpsons-movie-2
The Amazing Spider-Man 2 - NYC Environment and Times Square Shot BuildWe've always known that Spider-Man's most important conflict has been within himself: ...
#Sulcata, #SulcataTortoise, #Tortoise, #Turtle, #reptiles Sulcate Tortoise Care, Sulcata Care, Tortoise Care, Spurred Tortoise, African Tortoise, Huge to...
Destiny 2
Some screenshots of my new map for Destiny 2: Forsaken's new game mode 'Breakthrough.' We spent a lot of time in the massout phase while we figured out the best design to suit the new game mode. Breakthrough has players attacking and defending a central and home base, so we tried to make the home bases into as epic of a fortress as possible, combining lots of perches and windows for defenders with sneaky flank routes for attackers. Here's what we came up with. Credit to Julio Juarez for helping out with much of the finishing details.