Ales Rajar talked about the way he uses scanned assets to quickly build large realistic environments.
I was happy to be part of the team that helped bring this new driving gameplay area to life. I was responsible for modeling some of the boulders and cliffs, two of the towers, and the several large chunks of terrain. The rest of the props / plants were laid out by me using slightly modified versions from other locations in the game. Overall modeling for the jeep level was a collaboration between myself and Anthony Vaccaro. Shader / Texture work was done by Heather Cerlan, and Genesis Prado. Since this was our first large "open" level, we had no tools for terrain and ground clutter, so every chunk of grass and rock was placed by hand. This new gameplay also was a challenge to set up as the environment that looked natural but work for both the player and the jeep.
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I had the opportunity to do some work for Jusant by DON'T NOD. Had an amazing time working on this with Edouard Caplain. https://www.artstation.com/edouardcaplain Other concept artists who worked on this: https://www.artstation.com/tichy https://www.artstation.com/taraquinsac https://www.artstation.com/minyum https://www.artstation.com/saskia https://www.artstation.com/mtompkins Big props to the environment team, the game looks incredible and everyone worked really hard on this, def check it out!
Burn car
オリジナル雑貨 | seiyosha
Overwatch 2 PvP map - Monte Carlo I've worked on this map since it's blockout stage, fleshing out it's different architecture themes, backdrop, materials, lighting, set dressing and props. I've also worked very close with the level designer to get the unconventional windy roads design to fit well with the architectural style of the city, while trying to integrate the racing theme throughout the whole map. Main goal for me was to try and merge the themes of opulent Neo-Classical & Beaux-Arts Architecture within the OW style, and peppering techy racing motifs everywhere I could Extra credits to the very talented Blizzard Team 4 environment team. © 2021 Blizzard Entertainment, Inc. All rights reserved.
For a while now I have been teaching both architecture and environment design for animation. Here is a collection of some reoccurring comments, tips and student mistakes on the subject of drawing architecture.
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Early access to my second set of hardsurface alphas, please read description on gumroad. [35 new alphas update - 09/06] Download - https://gum.co/EpjJ Follow - www.facebook.com/JonasDigitalArt Free Alphas - https://gumroad.com/environmentdesign
Hey there! First off, I wish you all a very happy new year! I hope you’ll stay healthy and well. I have recently been working on a few trash objects and turned them into artworks (….)
A moodboard by Paul Wong on Behance