Producing Dragon Age Inspired Environment
ideas for something :)
Oh, to work at Disney, to have a hand in creating those lusciously detailed 3D worlds, every character lovingly rendered, every animal sidekick unique and hilarious, every tree... filled with leaves. Designed and placed individually. In movies that take place in forests. There has to be a better way. What if you could just 3D scan some leaves and then tweak them to your liking?
Really excited to share some of the stuff we have been working on here at Elodie! Check out some of my teammates work a well: https://www.artstation.com/awfulwaffles https://www.artstation.com/alexiveroth https://www.artstation.com/ayhanaydogan https://www.artstation.com/siobhandeswardt https://www.artstation.com/slipgatecentral
Finally getting these fellas up from 2019! The fir branches were created for my Winter Street Scene and are based on actual real-life fir trees outside my window. Blockout, hi-poly, baking, and alpha cards done in Max, materials created in Substance Designer, rendered in Marmoset Toolbag 3. . Potted plant created to experiment with sculpting a bit more organic branch/bud shapes combined with alpha card leaves. Block out in Maya, stick sculpted in Zbrush, materials created in Substance Designer, and rendered in Marmoset Toolbag 3. . Both assets were studies in procedure/software so they are a bit high poly to be truly game ready. An optimization pass would be simple enough if necessary.
http://shrani.si/f/2m/3z/28294dOl/ironageconquestcol3.png Iron age: Conquest is a first person survival action game set in times of iron age. Dynamic combat system with realtime blocking and range system is its core on …
Finished up with the polish stage on this 10 week student project. Final Video: [ame]www.youtube.com/watch?v=7OEm-SBOe4I[/ame] Final Beauty Shots:
Hello Everybody! I have been a long time lurker but now i figured it's time that i contribute something to this awesome community.
Various Foliage by Meggie Rock.
Wall Cover Asset
@m_akinsarica For the blue one for exemple, I started with a simple high poly version to bake a normal and opacity maps (optionnal). Then I painted my diffuse on Photoshop over the alpha. In Blender i cutout some planes from my diffuse to create a lowpoly plant, fixed the normals and tadaaam !
In March of 2011, hot on the heels of the title’s release we were pleased to bring you an interview with the art wizards at BioWare that worked on Dragon Age 2. Six months before that we also posted an interview with …
During Dragonflight, I got to make a few plants for the rivers of Ohn'ahran Plains and a flower for the burial mounds! It was nice getting a chance to have a small part in making something for the mounds, since I originally pitched the idea for them in the concepting phase. While I concepted and designed the bluebell (since I wasn't sure I'd ever seen one in WoW and really wanted to do one), the rest of the river kit was concepted by Gabriel Gonzalez! He was a huge help during the process of making all these plants. Massive thanks to Gabe and everyone else on the environment team who gave feedback and helped along the way! https://www.artstation.com/meldyran
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Compilation of gameplay and crafting assets done for the game Palia. Fun challenge to keep a really low tri count on all the assets. Rendered in Unreal 5 The Generic bowl and chopping board used to hold our cooking assets were done by Maya Mahalingam
To texture the Collectibles I created a high res version of the flowers for the oregon grape and blue lupine. Then the textures maps were baked using Xnormal and combined in Photoshop. For the Jimson Weed and Indian Paintbrush I used NDO and Photoshop. The model was created by Stephane Joncas.
material study of DesertGravel. all done in Substance designer, rendered in Marmoset.
Nothing much to say besides I was gettin tired of creating classic materials and focusing on doing everything procedural. I still love renderballs and the appeal of mapping something on spherical shapes, so I went for something completely new. The whole project is nearly completely procedural. Most of the assets were used from Megascans, while creating some of the foliage inside Speedtree. Scattering and color variation are mostly driven by scattering inside Blender and slightly adjusting hue and lightness through object index and position. The butterflies are simple Quads with a wave modifier, distributed in a particle system with newtonian movement. Animated they actually quite convincing, considering no real animation was done. I might do more of these in the future and even try to render some wind animations. - Rendered in Blender Cycles