Bustler is all about architecture and architecture-related competitions and events.
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🍃 El currículo que se enseña y se aprende (con lagunas) en el sistema educativo es coherente con el pensamiento hegemónico. Ese que defiende que la educación es un gasto y sin embargo un nudo de autovías. El currículo que se enseña y se aprende (con lagunas) en el sistema educativo es coherente con el…
DDR Museum - Museum: Objektdatenbank - "Tischgrill" Copyright: DDR Museum, Berlin. Eine kommerzielle Nutzung des Bildes ist nicht erlaubt, but feel free to repin it!
Building beautiful, game-ready environments is tricky. Sometimes it feels like a never ending task. There’s no shortage of little hacks, and no shortage on tutorials to get from A -> B. Lucky for…
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
Personal Project. Made with Blender, HardOps, and DecalMachine. Played a lot of Barotrauma(https://store.steampowered.com/app/602960/Barotrauma/) recently, enough to get me interested in the submarine editor. It worked well enough, but I wanted more, and so I began looking into modding pipeline. Turns out, not only Barotrauma is moddable, the assets pipeline is also as simple as it can get, 0 time between design and implementation. One thing led to another and here we are: https://steamcommunity.com/sharedfiles/filedetails/?id=2161488150
some concepts done for warface special operation- Blackwood
Si-Fi by Tahvo Lin on ArtStation.
Most of these assets were textured using scanned data from the England trip where we mostly captured walls from architecture like churches and ruins. Starting from scans, my workflow for texture creation involves various tools to get to the final in game material, including Photoshop, Designer, Artomatix and Mudbox. Big thanks to my trusted co-texture artist: https://www.artstation.com/pacote Level art and modeling by Marie-Eve Cournoyer and Luc Côté. https://www.artstation.com/ptiteetoile All vegetation by : https://www.artstation.com/adrienbrunella Thank you to my scan team from the trip; Mélanie Tremblay, Vladimir Eskandari and Geneviève Gagnon and special thanks to Alexandre Robert who helped us with the processing and Jean-Sébastien Guay who trained me for this adventure. https://www.artstation.com/veskandari https://www.artstation.com/alexhender
Highlife und Konfetti! Seht die letzte Woche in Berlin durch die Linse unserer Fotografen.
Concept Design created for the Apple tv serie 'SILO'. Here is the Scavengers Room Design, we had to figure out how this space would look like. This is a bigger version of the place. The final one is much smaller. It was a team effort and I worked closely with Production Designer, Gavin BOCQUET
Concept created for Avatar Frontiers of Pandora in 2018.
Modular tilesets I created to assemble the University Plaza Yard Buildings in the University Plaza Yard sub-level. ///////////////////////////////////////////////// Material/Texture Artist: Peyton Varney https://www.artstation.com/peytonvarney
Quantum Break concept. Microsoft Studios Remedy Entertainment
YF-CG写实概念场景第十六期 正在招生 咨询请加群:746111185
Some screenshots of my work on The Witcher 3: Wild Hunt. I joined the team half way through the development process to help create the games expansive open world. My responsibilities were spread out over a number of different areas of the game: - Location design and blockout - Initial art and lighting passes - Final Art and polish passes - Environment models and texture creation The game is the sum of a great team effort. Some locations I only worked on for a stage or two, others I saw through from start to finish. During the final polish stage most of my work was focused around the Skellige archipelago.
A robot planting trees