Going over how to create the moss cliff material that can be found here: https://www.artstation.com/artwork/ZGJmxR I’m honored to finally share with you all my contribution to the NVIDIA Creator Series. I created a 12 part Substance Designer tutorial series, covering a wide range of topics from basic node usage, material authoring, and UE4 Integration. Please keep a look out in the coming weeks for new videos. Enjoy.
I’m honored to finally share with you all my contribution to the NVIDIA Creator Series. I created a 12 part Substance Designer tutorial series, covering a wide range of topics from basic node usage, material authoring, and UE4 Integration. Please keep a look out in the coming weeks for new videos. Enjoy.
Vincent Dérozier released the first part of the Substance Designer introduction, where the users can find node recipes.
I had the pleasure of creating the Imperial Armor set for the Digital Deluxe Edition of Ratchet & Clank: Rift Apart. I was responsible for making the high-poly mesh as well as the final textures and implementation into the game. -Concept art by Dave Guertin: https://www.artstation.com/daveguertin -Game-res mesh and initial texturing created by Lemon Sky Studios -Character TD: Matthew Tucker
We at Ulfur Studio had the pleasure to work with Digital Dimension/Meduzarts on this Key Art image on the upcoming new Prey game by Bethesda. We worked on the model/sculpt and textures on the main character. Credit goes to Bethesda on the original character and this exciting new title. All other elements on the picture were done by Meduzarts. Credits: Petur Arnorsson (Lead Character Artist, modeling and texturing) and Orn Enok Brynjolfsson (Character Artist, texturing). http://www.vg247.com/2016/06/13/e3-2016-prey-re-revealed/ © 2016 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved.
Client: Human Head Studios Game: Rune Ragnarok Services Provided: Concept-art, Modeling, Texturing, Unreal integration Objective: 5518 Studios art team was tasked to make some great creatures for the latest game Rune: Ragnarok (https://www.runeragnarok.com/) Polycount: 52 000 tris (For facial animation and close-ups). Days to complete: 10 days for Deer (Sculpt 3 days, Low and Uvs 2 days, Bakes 1,5 day, Textures 3,5 days with fur) Thank you so much for amazing support and effort from Human Head Studios team.
Hi! Recently at Platige Image I had a pleasure to work on a few textures and shaders for the new Metro Exodus cinematic trailer. Here I want to show you some characters texturing and shading. Special thanks to Piotr Orliński (lead asset lookdev) and Karol Klonowski (art director) for all useful art tips! Groom: Marcin Kłusek / Mirosław Pączkowski Smugglers model: Eugene Gottsnake BoysMother model: Denis Didenko Full credits available here: https://www.platige.com/project/game-cinematics/metro-exodus/
Just blender
Concepts: Roy Postma Models: Guilherme Carvalho texturing: Tom Delboo art direction: Jan-Bart van Beek / Roy Postma My tasks were mainly texturing, since I joined the team somewhat late and most models were already made. Only some small modelling and modification between weapons was required. Most weapons have three different versions (with unique textures). (Not every weapon version is included here.) All shots were taken with photo mode in game. Everything shown is as shipped with the game with no alterations. It was an honor to work together with the talented team of guerrilla and others that brought this game to life. Thanks! links: Guilherme Carvalho : https://www.artstation.com/artist/azkur ©2017 Sony Interactive Entertainment Europe. Horizon Zero Dawn is a trademark of Sony Interactive Entertainment America LLC. Developed by Guerrilla
Original paintings by artist Yuliia Kiselova
Quake Champions Key Art Scalebearer I had the extreme honor to collaborate with Meduzarts on several key art images for the upcoming new Quake Champions game. This is one of those images. I worked on the upresing/detailing by sculpting and pose fix of the character and retopo/detailing and texturing of the weapon was done by Örn Enok Brynjólfsson. The models had to withstand a 10k render. Credit goes to ID Software for their awesome franchise and characters. The original character model and textures was done by Id Software and/or their partners. © 2016 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved.
Let's go, another #Minecraft Modeling&Texturing Tip! Covering a common mistake (one that I used to make too): grainy textures. Hope it helps you avoid this messy method. More on choosing the right colors in the future. @blockbench #3D #modeling #pixelart #gamedesign #tutorial
Test test test
Arden Parish is a location on the second map of "Hunt: Showdown". I was Environment Art owner for this compound together with Johan Storkersen and worked closely together with Level Designer Turgut Özbayram, who was responsible for the technical setup of the level and the general game design aspect of it. https://www.artstation.com/loggie24 https://www.artstation.com/cryturgut My task included layout, blockout, modeling, texturing, level art, dressing, collision and optimization. Hunt is a team effort! We share a lot of the textures, props, models etc. Concept Art: Ivan Tantsiura Game Director: Magnus Larbrant Lead Artists: Marcel Schaika , Stefan Heinrich & Tom Deerberg Props Team: Ron Fröhlich, Matthias Wagner, Maren Gerbach, Max Bassendowski Environment Art Team: Björn Wimar, Johan Storkersen, Ronny Mühle, Per Bellersen, Zhimiao Chen Concept Art Team: Artem Shumnik, Ivan Tantsiura, Ivo Nies VFX Team: Viktor Ikkes, Alexander Weiß Lighting: Lars Hofrichter
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http://goo.gl/BBse40 - Design + Code a Professional Android App from Scratchhttp://www.designcourse.com/videos/unity-3d-modular-game-texturing-tutorial-for-b...
Examples of my textures done for video games.
Hand Painted Textures for Unity 3D, Unreal Engine and Indie Game Development
Game textures