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:
Sergey Tenditniy discussed some of the ways he's building outstanding modular 3d environments within Unity.
Some stuffs i'm working on currently for several projects using Houdini and Unreal. Nothing really complicate but I wanted to share it :) Ideas and advices are welcome !
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.
https://gamesartist.co.uk/ghibli-stones/ Jinwen Zhou has shown us how they created a scenic stone diorama with the Ghibli effect. This article covers various stages of production, including blockout and design, high poly, retopology, UVs, baking, texturing, and rendering. Jinwen also provides tips on creating tiling textures, controlling mask maps and adding moss edge fraying to achieve the stylized effect. https://www.artstation.com/ning_meng https://www.artstation.com/artwork/LReQ5K
Producing Dragon Age Inspired Environment
Klassische (selbst arrangierte) Stillleben male ich eher selten, weil es mich zum Malen doch immer nach draußen zieht. Doch auch bei der Pleinairmalerei gibt es manchmal Arrangements, die aussehen, als seien sie extra so zusammengestellt worden, um gemalt zu werden. Manchmal gehe ich auch ganz dicht ran, oder beschränke mich nur auf einen Aussschnitt.
During the development of Horizon, Team Green was responsible for the creation of all vegetation assets. Another part of our time went into creating and maintaining the rule-sets used for populating the world with vegetation. Team Green consists of Nicholas Watkins, Mas Hein and Gilbert Sanders. ©2017 Sony Interactive Entertainment Europe. Horizon Zero Dawn is a trademark of Sony Interactive Entertainment America LLC. Developed by Guerrilla
Polysquid Studios shared their approach in recreating the 1930's themed New-York building for the Private Eye VR project.
This is an evolution of my previous stylized environment and meant as a companion. I focused on improving the foliage creation pipeline and trying new material tricks in Unreal Engine. I used RVT to blend grass with the terrain and focused on creating a lot of tileable textures inside Substance Designer and using them extensively. Tileable textures were used for the trees, terrain, and cliffs, while the rest of the props were sculpted in Zbrush and textured in Substance Painter. You can check out the finished pack here: https://www.unrealengine.com/marketplace/en-US/product/dreamscape-nature-mountains
To texture the Mountain GamePlay Grass I created a high res version of the flower. Then the textures maps were baked using Xnormal and combined in Photoshop. The grass model was created using a low poly plane in 3d max and exported it into Speedtree to create the grass patches.
Hi there! Here is a little side project I've been working on lately, a redwood forest :)
Fortnite: Trees 2014 by Tangi Bodio on ArtStation.
A homework project I did for PUGUI's online class. https://www.artstation.com/pugui based on a concept by the amazing artist Michal Kus . https://www.artstation.com/artwork/Le65A
Download the PDF Files here http://www.purepolygons.com/blog/3d-magazine-tutorials-and-showcases Questions and Feedback here: www.facebook.com/purepolygons I recently was lucky enough to be featured twice in 3D World Magazine and once in 3D Artist Magazine. It was a great honor for me and at the same time I was able to contribute back to the community and provide some great tips for foliage creation in video games. I hope you all enjoy it and if you do perhaps your friends will also :) Thanks everyone!
Final images
All components captured using photometric Stereo + Back-light. Assets and maps created in speedtree. The variants include short, medium and long grass. I also included a long reed type grass for additional variation. All assets have tangled dry grass at the base.
What Are You Working On? a.manzani alec2002 model AnnelienH armians AavaChan beccatherose Bf.109 Bill Lumbergh bounchfx Bunifazzuy
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