Eboy look dev turn from Ralph Breaks the Internet.
Graphic Design, Motion Graphics, 3D Art, Maxon Cinema 4D, Octane Render, Adobe Photoshop, Adobe After Effects
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Hi everyone, This is the latest project that I've worked on. I was responsible for the Look Dev and Grooming. The model was done by the great Francois Boquet, make sure to check his page. He also posted his modeling process: Model: https://www.artstation.com/artwork/rRZ5oG Thanks!
Hi, this is my first look dev character, Guan Yu that i had done during study in 3dsense and the whole project i had did a lot of combination from various references. Took roughly 8 month to finish the entire project and really had a lot of fun while working on this and learnt a lot of new thing about this industry in one year. Character sculpt done in Zbrush. Most of the armor retopo using Zremesher and also used maya to retopo and UV unwrap. Hair was created with xgen. The face and hand tertiary detail was using xyz map texturing in Mari. Substance Painter to do the texturing. Render with Arnold. I created some weapon and assets around him and play on the lighting to create the atmosphere for the storytelling. The most challenging part for the this character was to get the his proportions right and his angry expression to him look natural and show out his personality. Get a lot of help and advice from my lecturer, Derrick Song https://www.artstation.com/derricksong. I'm really satisfied on what i had done, its was really exceed my expectation when this result came out. Hope you like it!
Some render/lighting/shader concepts I did in my spare time for my brother, who made these lovely map models for Two Point Hospital. He wanted to see how his map geo could look with some proper lighting and rendering features, and a tilt-shift/toy-ish look... https://www.artstation.com/artwork/mqWod1
When Dolby invited us to participate in the brand development for Dolby Dimension, they were well underway with brand assets for the new product. Our primary objective: explore the potential audio-visual forms for the blurred figures within the existing b…
3d map look development
Johannes Figlhuber and I had the opportunity to work on Spiritwalk Games' Shardbound late 2015 into mid 2016. We were hired as Airborn Studios to help develop the look and feel of the playable areas within the game. I worked on the key artwork for the style of the playing fields, as a reference for the 3d artists. Shardbound: http://shardbound.com/ Johannes Figlhuber: https://www.artstation.com/artist/johannesfiglhuber Airborn Studios: https://www.artstation.com/artist/airbornstudios
A concept/look dev piece for a game idea I've been thinking about on and off for a couple of years.
Story and Character for animation pitch
Here's another sequence I worked on Moana. I was responsible for the motunui Peak look dev Including the vegetation scattering that was big part on the composition of the shots. This one was a lot about improvising and talking to the art director and supervisors. I was also responsible for the distant version of the peak. all images copyright @ Disney Animation Studio
Motion Graphics, Graphic Design, Art Direction, Adobe Illustrator, Adobe After Effects, Maxon Cinema 4D
Branding, 3D Art, 3D Motion, Maxon Cinema 4D, Houdini, Adobe After Effects, Adobe Photoshop, Redshift Render
Low poly environment look-development I created for a mobile game project which unfortunately ended up being canceled. I was responsible for modeling, texturing and lighting this scene as well as creating a short video of the project in Unity. Modeled in Maya. Textured in Photoshop. Lighting and visual effects created in Unity. Based on concepts created by Marie Thorhauge.
Vis dev for a small game project, Shadow Drop. I also included a short tutorial video which explains how I use Layer Styles in my concepts.
Graphic Design, Motion Graphics, Branding, Maxon Cinema 4D, Octane Render
ArtStation - PONNIYIN SELVAN 1 & 2 character look dev, Viswanath Sundaram
#aditidevsharma #katha #kathaankahee #beautifulpicture #beauty #girlphotography
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