As part of the biome team on Far Cry Primal, I worked on the modeling of a big part of the vegetation assets in the game. I worked on the trees, the grass and the bushes. I especially worked on the south forests but we had to collaborate together on all of them to bring this world to life! I also worked on the modeling pipeline with Agustín Trechi and with Jobye-Kyle Karmaker and Darren Horrocks, part of the team as modelers. Pascal de Sampaio and Yukiko Otsu did the textures of the vegetation.
Some of the art covered in my Intro to Game Art https://gum.co/nKBC In this demo you will get a several examples of making current game art. I will walk you through the process of making game art for Unreal Engine 4 as well as using several different DCC Apps to make high end game art. This course is geared for individuals starting out as well as people wanting to learn new techniques around game Environment Art. Includes two making of's Normal Mapping Help Intro to Unreal UI Intro To Unreal Materials Intro To Lighting Intro To PBR VR workflows and Tips and Tricks
This gallery is showing some of my work on The Witcher 3:Wild Hunt. I was responsible for creating believable locations from the design, composition and creating environment models to final polishing pass . The Witcher 3:Wild Hunt was created by bunch of very talented people. Thanks to our teamwork we managed to create that awesome world of Witcher.
This is a collection of villages I worked on as an Environment Artist for Valhalla. Had a blast giving life to these locations and it was a pleasure working on this game. Much love to the people who helped shape them into the awesome locations they are -
This gallery is showing some of my work on second expansion of The Witcher 3:Wild Hunt called Blood and Wine. I was responsible for creating believable locations from the design, blocking out composition and creating environment models to final polishing pass.
Jotunheim, according to the Norse mythology, is the mythical world where the creatures known as jötunn live ( sometimes they are described as giants, but that’s not all they are ) In AC : Valhalla we recreated this world, together with it’s capital – Utgard, and the large roots of the cosmic tree Yggdrasil surrounding the place and even disappearing in the sky . Here I was responsible for the asset kit used to build the large rock Keeps that tower above the village, as well as other types of assets, such as large stone blocks ( to recreate the more ruined parts of the fortress) , the bark covering the roots of Yggdrasil, and some ornamented stone props. The Keep was definitely a challenge, because it needed on one side clean modularity- carved flat wall parts, windows, doorways, and on the other it needed to mix & blend these pieces with a more rough and organic patches of solid rock that create a varied silhouette in the distance. Contributors: -the tileable textures were made by Tsvetelina Valkanova, our texture artist - the procedural system for placing the bark pieces along the giant roots of Yggdrasil was developed by Georgi Hristov, one of our technical artists -my Lead, Andrey Stefanov - he provided me with valuable ideas & feedback - Martin Kamburov used the assets to create the level art in a lot of areas in the game world
I've been assigned to this city from the very first pre-production document , to the very last polishing and optimization passes. I've worked on every single corner of it as some point of time, but nothing would've been possible without all the other amazing people and their contribution. It truly is a team effort. Level Design - https://www.artstation.com/pohjoistuuli Quest Design - Iliya Dimitrov Lighting - https://www.artstation.com/anahertor Additional Environment Art - https://www.artstation.com/desislavatanova Technical Art - Ivaylo Pelov Art Director - Eddie Bennun
IT A PERSONAL PROJECT . THIS GAME CHARACTER IS FROM "HUNT SHOWDOWN".
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#ciri#cirilla#thewitcher#thewitcher3#mod
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- ship screenshot at EVE Online Ships, image amarr-impairor-4.jpg
Worksnaps runs in the background of your computer and appears as an icon in your task bar. Looking for screenshot time tracking for your remote team? We've got you covered!
Auto-graded practice and assessment of "Screenshot (457)" for in-class and distance learning.
Screenshot ▸Saturday◂