Texture Art gallery of Dawid Michalczyk
Some stylized trim textures I did for Dungeon Defenders 2. All of them were painted from beginning to end on photoshop. Had awesome feedback by Jordan Kerbow. Some work was done by Artists: David DeCoster: https://www.artstation.com/artist/daviddecoster Benjamin Lee.
Swedish firm OkiDoki! Arkitekter has created its own offices inside a former corset factory, designing a workspace that hosts events in the evening
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.
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Trim pipeline --- The trim pipeline was probably the thing I pushed the most during the production of TLOU: Part I. I hoped that the use of baked-bevel-trims might help us to reduce the amount of uniquely baked props as well as other existing trims that didn't follow a shared layout. Our texture memory is always stretched thin in our TLOU games and so this was my effort to combat this. The goal was to create a trim layout that could be shared by the team, a functional replacement pipeline for the many uniquely baked 1-to-1 assets and to document and provide resources like substance designer templates, example assets and tutorials that would help to encourage adoption by the team. --- This work began over 3 years ago and this particular layout was the first of what would become three different layouts (others created to handle assets of different sizes and styles). One of which was presented by Ali Ghadami and Edgar Martinez and further integrated into our pipeline. Since the release of TLOU: Part I we've continued to build on this pipeline and as such, this particular layout and method has since evolved so that what you see here, no longer represents our workflows. However, it's development for TLOU: Part I laid an important brick in a foundation that we, as a team have continued to build upon. --- I'm very proud of the trim work, I pursued it's development and the creation of the Houdini tool for around a year during pre-production, finally landing upon a solid workflow with accompanying tool and thorough documentation. I'd also like to mention that this method is by no means new, rather it's quite an old technique. I first used a very similar method and automatic trimming tool, way back on 'The Lego Movie Videogame' (2014). The workflow and tools to support it on that game were developed by an incredibly talented technical artist called Neil Dorrington and i'm sure the methods were probably used on games prior to that too :-) --- This has been my third Naughty Dog title and it has been an incredible experience and as always, it takes a monumental team effort in order to make such amazing games. Without the hard work and dedication of the entire team, across all departments, none of this would be possible. Please do check out all of the posts from the other incredible Naughty Dog artists! --- Please enjoy this small gallery and stay tuned for more very soon! ---
https://gumroad.com/l/lJIqX I reached 1000 Followers a few days ago!!! So as a thank you and gift of appreciation, grab a free and commented stylized sand substance and use it wherever you like. I hope you like it and you find it use- and helpful :) Thank you all for supporting me and liking my art :)
Decorative Materials: Tambor 1/2" wide bamboo slats are glued onto a cloth backing. The sheets are flexible along the length of the slats, which allow for
@Hoshi : Cool, yes i see now.
Sketchuptexture | Texture seamless | Industrial aluminium metal plate texture seamless 10798 | Textures - MATERIALS - METALS - Plates
Matrix collection was created based on architectural principles of the imagination which capture classic charm and a easy and relaxed style with the strength and versatility of porcelain stoneware from delicate white sand-colored hues to neutral and dark shades.
I designed and made a few trim sheets for use across my various levels in the early stages of things. They ended up being quite useful and were fun to design.
Tarnished Metal created in Substance Designer. Rendered in Marmoset Toolbag 3 at 2k. Simple geo used for vase renders. Felt like something a bit fun and loose after the recent studies, so started doodling and ended up here!
A personal project I've been working on in the past months on and off between University and Work. With this one, I wanted to push myself creating an architectural structure with modular pieces and trim sheets. Based on Grey Cat's concept of Mayan ruins https://www.artstation.com/artwork/9yOLo , I wanted to expand on the temple and create a gateway, which holds the ancient gem. All hand-painted textures.
The Art of Lazaruz - Genesis Prado
Some work I did on the MMO Warhammer Online: Age of Reckoning at Mythic Entertainment.
Working on a top down stealth/action game. If you're interested check out the links! https://twitter.com/SqrMountain https://www.facebook.com/SqrMountain/
Metal trimsheet and variants done for BlitzGT