Workstation
Dock station by Denis Melnychenko on ArtStation.
Art director: Ian Leyland Lead concept artist: Marcel Van Vuuren Some work done for the utilitarian hangars / habitation and for the Lorville level in early 2018. Shout out to the team who worked on this level: Joao Silva, noax, Daniel Joustra, Robin
Heres the high poly for this prop. I decided to make it as the other project i started was really to large to learn the pbr texture workflow.
- continuation of explorations for Ceramic - other non related drawings
My continuation of cyber aliens. more progress here: https://www.artstation.com/feddark/blog/edRn/alien-cyborgs
Wir waren auf der Salute!
I don't own this artwork All credit goes to the original artist
A series of illustrations for marketing company. The project was made a couple of years ago, and only now there was time to post it, but without specifying the brand itself. Engoy :)
10 minutes ago, Karmaslap said: Did they? I thought the local space rule was still a thing. I hope that dragonflies are worth less than one ships worth, though, because itd be annoying to have a lot of room for them and not being able to quantum because there were too many or because an enemy par...
just some old props concepts pencil, OpenCanvas ©2009 Saber interactive
Practice concept.
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Concept designer Robert Simons was kind enough to share some of the concept art and animatics that he created for Ender's Game.
"Sci-Fi KitBash 01" 3D models. This collection is available in next file formats: 3Ds max scene file, OBJ, STEP and FBX. https://www.turbosquid.com/FullPreview/Index.cfm/ID/1630562?referral=ElvinT
For more artworks follow me here - https://www.instagram.com/ociacia.art/
An environment I designed and created using 98% tiling textures, every detail down to each screw was placed by hand. All in unreal 4. I used 2 uv channels so i could get tiling look and unique normal diff and roughness variation. While its very very geo heavy this technique could easily be done much with much less geo, it would be preferential for more interior environments if you can afford more geo, it also can save the time of low polying everything, it then allows for faster iteration. I went much more heavy than I would in production so I could focus on the design of the space. I made a gumroad with the trimsheets and baked set I used. https://gumroad.com/acms# Includes the high poly models as well as the UV's low poly for the baked set as well as normals and working textures for them all. It, I also included some tips on how to use them as well.
Broken tiles, made with substance designer This material is completely procedural and customizable and ready to use in both game and animation. Comes with several color and damage effects. https://www.artstation.com/codeplus/store/K6W7/broken-tiles-substance-designer