This session will be focused on generating HeightField terrain textures within Houdini. Specifically it will cover the basic pipeline of taking mask and height information…
废土-1
Floor by Leevi Galita
This asset has collaborative team effort across multiple disciplines, in-house and outsourcing. Thanks to everyone who put their effort into making it a wonderful experience! My parts has involved the creation of the store fronts
It was a real pleasure to be working on the vegetation for Hogwarts Legacy and help building this amazing world. I worked with the talented Noah Monnereau representing Gimbal Vegetation Studio and as part of the Certain Affinity team we contributed to the creation of most trees and large bushes seen through the game. I worked alongside many amazing directors and artists who also worked on bringing these assets and forests to life. I want to extend a big thanks to all those involved at Certain Affinity, Avalanche, WB Games and other studios that were part of the game. A special thanks to Noah Monnereau, Ray Arriaga, Mike Thompson and Eric Stubbs. For more work, check out: https://www.artstation.com/gimbalstudio https://www.artstation.com/noahmonnereau
On the God of War production, I held the role of Sr Staff Environment Artist. I was the point person for the environments of the Caldera Bridge level. This meant making sure the visual quality was sustained throughout the level, that the wads fit within technical budgets and that everything was completed within the expected deadlines. I was also responsible to coordinate with other departments, design, production, lighting and character art. I worked on the Caldera Bridge level from its early start as a grey model, iterating the environments as the project developed, until its final shipping stage. I created most of the architecture kit and the shaders for the level. My work on this level was the assembling, the composition and the dressing of the bridge, the towers and the exterior of the temple, while overseeing one other artist who joined me in the production stage.
Hiking trail by Daniel RESPAUD on ArtStation.
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This simulation was done in Houdini with BulletSop. There were more than 18,000 convex pieces and many many constraints, it took me about 1.5 hours to simulate for…
Freelance work done for the upcoming moba Circuits and Shields. Models/textures provided by the client with additional assets provided by Casper Wermuth. (https://www.artstation.com/artist/wermuth) I was in charge of: -World building -Lightpass -Creating Grass + shader -Shader work (water, terrain, texture blend)
I was the Lead Lighting Artist on Battlefront II. The game has about 3x the amount of content compared to the previous game and a large team of lighting artists worked on the game. I would like to thank my lighting team at EA Dice (Ulf Lundgren, Tilmann Milde and Karl Stjernberg) but also the additional dozen or so lighting artists at Motive, Criterion and EA Vancouver. I would also like to thank Petri Levälahti and Battlefront Captures for grabbing the beautiful screenshots from the game.
The John Michael Kohler Arts Center is restoring the art environment of Mary Nohl, a multidisciplinary artist whose suspicious neighbors called her a witch.
A little of my work. All done in Houdini. Some shots made while working in the studio "Okta" Link to Okta https://vimeo.com/user7594084 Link to full…
海盜機器人在等待公車的到來,但真的會來嗎? The pirate robot is waiting for the arrival of the bus, but will it really come? 修改了雲的shader與優化幾何節點,有比較好嗎? I’ve modified the cloud’s shader and optimized the geometry nodes, is it better now?
Here's another serie of pictures i've done playing with 3D coat and Blender :)
Ales Rajar talked about the way he uses scanned assets to quickly build large realistic environments.
I am a 3D Environment Artist currently living in Atlanta, GA. Recent work consists of environments and models for use in the Unreal Development Kit (UDK). I have also worked with Crytek’s CryEngine, where I focused on creating environments that reflect real world locations; covering environment modeling, asset creation, terrain painting, physics setup, vegetation painting and level design.
Personal project Created in Unity. Unity Asset Store: https://assetstore.unity.com/packages/3d/environments/historic/village-environment-pack-102904 Village creation article: https://80.lv/articles/stylized-environment-production-in-unity/
A comprehensive, step-by-step guide to introduce you to the world of 3D creation from the ground-up, with the free 3D design tool, Blender. We'll walk you through setting up the program, navigating a 3D environment, modeling, creating materials, lighting, setting up your own scenes, and rendering them — phew! We’ve got you covered!