A friend requested my help to plan her daughter's first birthday. My inspiration for this event was this gorgeous cake . A made some gift...
Seating - Traditional design elements like button tufting and solid wood legs define the Walnut armchair. Shown in slubby spray, its rolled back and arms create a ...
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Layla Grayce Fabian Chandelier $6,750 Restoration Hardware Baby & Child Coco Crystal Large Chandelier $649 To see a reference of all of our looks for less, please follow my Copy Cat Chic Find Pinterest board located here. This post may contain affiliate links. Thank you for supporting Copy Cat Chic.
A collection of props used throughout the levels. Base models for the demon heads was done by DragonFly Studio, with high res sculpts and texturing done by me.
I realized that summer hast almost come and gone, and I have yet to share with you my latest projects for Layla Grayce here on my blog! ...
I had the pleasure of developing our weather system along with Nathan Watson (lead technical artist) almost from the start of the project. Initially, weather was seen as a possible mutator (which developed into the current imbuement system), which meant that any weather type that we wanted in the game had to be fully dynamic so as to support enabling or disabling it on a per-expedition basis, rather than having assets dedicated to their use in just one level or another. The biggest challenge here was how to set up weather functionality that didn't overly strain our performance budget (since it would be included in all materials) while still looking good. For the functionality, Nathan and I worked together with me prototyping material and blueprint systems, and Nathan converting that functionality into code as we moved past initial prototypes, while for visuals I worked with Romain Durand to develop the look, with Romain setting up static material and mesh tests that I would then use as a target for the dynamic functions, doing my best to find efficient ways to replicate his visual fidelity on a smaller budget. We leaned heavily on virtual textures to help with the snowy levels in particular, as it meant that the majority of expensive material functions could be bundled into the landscape material alone, with the rest of the static meshes and foliage referencing from the landscape virtual texture to steal its material attributes. ----- The Reaver Woods as they made it into the released game do not shift dynamically from snowed to unsnowed, as we originally envisioned, however because of the many same assets that are used throughout our different zones, it was still necessary to keep the dynamic weather behavior so that it could be enabled or disabled on a per-level basis, rather than needing to duplicate off new versions of assets with or without certain weather functionality based on what zone they are placed in. ----- Additional props, worldbuilding, lighting, and vfx shown were created through a combination of all of our fantastic artists, including Jesse Carpenter, John Stamos, Vincent Gros, Ranko Prozo, Romain Durand, Jasmin Hebezai-Fekri, and Tristan Faure. Concepts were primarily done by Baldi Konijin, Virginia Critchfield, Philip Karlov, Ludo Lullabi. Additional art assets were created by Dragonfly Studio, GFactory, and Vsquad. https://www.artstation.com/romaindurand https://www.artstation.com/jessecarpenter https://www.artstation.com/jstamos https://www.artstation.com/vincentgros https://www.artstation.com/rankoprozo https://www.artstation.com/curlscurly https://www.artstation.com/fauretristan https://www.artstation.com/baldi-konijn https://www.artstation.com/ludolullabi https://www.artstation.com/vsquadstudio
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Although the Void areas largely rely on the basalt rocks for structure, each NPC in the Hub got their own kit to help make their area unique. Here is Dis'. As always, tons of thanks to Jesse Carpenter, our art lead, for feedback throughout the process, Andy Hansen for so much patience and help with the platform sculpt, and Andrew Harrington for lighting feedback. Credits for the demon relief go to DragonFly Studio, and concepts for both relief and platform were done by the fabulous Baldi Konijn. https://www.artstation.com/jessecarpenter https://www.artstation.com/andyh https://www.artstation.com/orgoth02 https://www.artstation.com/lapalex https://www.artstation.com/baldi-konijn
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