Hi everyone, I haven't post anything on Polycount since 2014 for the first Dishonored.
This post represents some of the props and materials I created for the Exo palette in Destiny 2: Beyond Light. The architectural assets I created are featured in this post: https://www.artstation.com/artwork/xJ21OR I had the pleasure of leading the development of the Exo environment-art palette for Destiny 2: Beyond Light, which was used in the Clovis Bray/ Deepstone Crypt facilities on Europa. I was able to design and create most of the foundational architectural and prop sets, as well as all of the textures and materials for the palette from the ground up, with the tremendous help of a number of talented palette and world artists at Bungie; namely Aaron Cruz, Jeff Horal, Andrew Hackathorn, Julio Juarez, Noah Thompson and Tyson Allen. Most of the light fixture assets were created by Madison Parker. This palette was a huge endeavor, and one of the most fun and challenging tasks of my time working on Destiny. The goal was to create a scientifically focused, high-tech, uncluttered and minimalist architectural set as the birthplace of the Exo. A lot of effort was made to make the props and architecture look seamless and integrated into one another, with smooth, thoughtful joints, cavities and transitions, which allowed us to really lean into a hard-surface aesthetic. The materials were meant to look sleek and clean, and allowed for a ton of versatility in color, material, and specular response. The incredible in-game locations that utilized the Exo palette were built by a group of amazing environment and lighting artists including: World Art: Jeff Horal, Sam Rucks, Julio Juarez, Ray Broscovak, Andrew Hopps, Aaron Canaday Lighting: Madison Parker, Mike Poe https://www.artstation.com/aaroncruz https://www.artstation.com/jeffhoral https://www.artstation.com/cloudengine https://www.artstation.com/mjcr24
A collection of props I worked on. Shout out to the branding team for creating such great graphics for all of the signage in the game ! Disclaimer : As with all of the world art on Far Cry 5 , it is an extremely collaborative effort . As a modeler I'm tasked with creating the models and UVs , apply decals where needed and creating masks to blend between materials from our material library. On larger structures the decals and blending masks are done by our texture team.
Various props and materials authored for Call of Duty: Ghosts.
Store: https://artstn.co/m/jNlN
Various materials and props authored for Call of Duty: Advanced Warfare.
Evermotion – Archmodels Vol. 155 : interior props free download pdf vray 3ds max fbx, obj Architecture 3d object interior props & gadgets 155
WEAPONS AND PROPS! Always fun to make stuff like this! Check out the other Concept artists: https://www.artstation.com/dustandhalos https://www.artstation.com/amandakiefer https://www.artstation.com/dscher and the 3D artists: https://www.artstation.com/danaklaren https://www.artstation.com/n8studios https://www.artstation.com/royamaguchi
دانلود رایگان آرچ مدل Evermotion Archmodels Vol. 221 : exotic interior props آبجکت مدل سه بعدی داخلی عجیب و غریب، تزئینی و دکوری تری دی مکس
Reply Game Studios is very happy to celebrate the amazing work of its art team on of its latest release, Soulstice. Its Art Blast features illustrations, characters, environments, visual effects, animations and clips from the game's cinematic sequences.
Pocket Stove (WWII) A game ready prop done in my free time for texture/material practice. Model in 3DS max and textured entirely with SUBSTANCE PAINTER 2, also the screenshots are taken from direct viewport of Substance Painter. The goal was to create materials and texture that look oily, aged and believable. Cheers!!
Peinture d'origine, marquage Ji4 Copie du kanister allemand
Man 1 - 2 hrs is impressive! Its really hard to speed through handpainted stuff. Great work!
This weekend I decided to tackle Smart Materials inside Substance Painter for the upcoming Global Game Jam. Everything was created using the tools and content provided in Painter. The wood was inspired by James Ritossa's Gun Stock Wood (Check it out here: https://www.artstation.com/artwork/yPG4O) Hope you like it!
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Stylized Moss material made in Substance designer, 100% procedural Render with marmoset
Evermotion – 3D models available in MAX, C4D, FBX, OBJ and Blender formats for architecture visualization, games and 3d projects.
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