A collaborative project I worked on with my friend Philip Purol. We wanted to do a project together for a while and settled on this lovely concept art by Anya Jo Elvidge. I wanted to get better at foliage and Philip has a lot of experience with it so we spent about a month in SpeedTree working on the trees and flowers. After that we split the tasks pretty evenly, both sculpting and modeling, level design, lighting passes, and particle effects. We also worked together to create the breakdown and videos. We used a mid-poly workflow with lots of tiling textures and blending materials. Overall, the project took us about 7 months to complete while working full time. Thank you for looking! https://www.artstation.com/philippurol https://www.artstation.com/anyatheartist
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Creating a post-apocalyptic environment in UE5 is super easy with Dash. Josh Powers explains the processes behind his work developing this TLOU environment i...
3D 파편 잔해 유적 현장 모델을 다운로드하십시오. 3D 모델은 max, fbx, obj 형식으로 제공됩니다.
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A new way for designers to create photorealistic product shots, mockups, and more
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3D Model of Machinery with physical based rendering materials. This model can be imported into various 3D applications using our Asset Importer Plugins. Additionally, it is also available in multiple 3D formats, such as FBX, GLTF, USD and OBJ, and each format includes all the necessary texture maps in multiple resolution options, such as 4K, 2K and 1K.
Some progress on the goblin character I am currently working on: http://polycount.com/discussion/156663/floons-character-thread#latest
With the launch of a new Last of Us TV show based on the probably the best story-driven video game ever, I wanted to capture my experience from the game with...
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Like anyone else, I love a good challenge. During Spring 2018, I set a personal goal to model a whole set on my own. The more complex and cluttered the better - and what's the most cluttered room of the house? Typically, the kitchen; it's the heart of the home. And so with this project, I aimed to create a space that felt lived in, a space that felt alive. I believe the environment is one of the most important characters in any animation, thus it should have a unique and dynamic personality of its own. One person lives here. Her name is Mariselle Dupree. She’s been an aspiring novelist since she was younger, but hasn’t quite succeeded yet. It’s because she has a hard time finishing what she starts. But she has published a poem in a pretty obsolete local newspaper maybe once or twice (which she’s quite proud of, thank you very much). She’s not very tidy; her mind is pretty much all over the place. And she eats two slices of toast, lightly buttered, for breakfast every morning.
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Situated on the eastern banks of Lake Honrich, the city of Riften serves as a reminder of a bygone era. The once-proud streets and buildings have vanished and been replaced with a collection of wooden structures and rough stonework shrouded in a permanent fog-like mist.
In this video I'm showing how you can create a flocking simulation as an agent system based on Boids system by Craig Raynolds using Houdini. * References:htt...
How to create Swarm Intelligence within Side Effects Houdini working with the BIODS algorithms to create flocking behaviours.
philipk
In this tutorial I go over how you can create a realistic forest environment with Unreal Engine 4 and Megascans. Learn about basic layout, composition, detailing, lighting and post-processing in this 1 hour tutorial. For more on Megascans: http://www.megascans.se Ground Material Pastebin: https://pastebin.com/vdxBbUUs