Custom banjos, finely crafted by Jason and Pharis Romero in Horsefly, BC
Track Walker Lamp. A retro prop that I decided to create to enhance my texturing skills. It was a truly enjoyable project, and I plan to make more soon. A big thanks to Yaroslav Logvinov, who provided valuable tips on Marmoset, presentations, and texturing techniques throughout the process. https://www.artstation.com/yl_art
Project I've worked on for some time while trying to improve my modeling and texturing workflow. Huge thanks and appreciation to the 3DFT community, Wardogs and Dinusty for offering help and a special thanks to Dennis Porter for giving me guidance whilst I worked through the prop. Keyboard from Soviet Russia, used by cosmonauts to control communications equipment. Produced around the 1960s.
An old CRT TV that has been through some use! I decided not to go for a specific type of a TV so I ended looking up bunch of references and mixed it together into one. I Learnt a lot of cool things during the process of this prop with alphas, lighting and overall texturing. Great thanks to my brother Enrico Tammekänd for the feedback that gave me the extra stretch on this project. I used 4096 x 4096 textures on this prop.
Here are the textures for the files This is my barrel UV map I made, I found a really good wooden plank file on Google so I didn't change ...
The crew quarter on zeppelin where the zeppelin crew slept. The first environment I worked on in this project. __ My main responsibilities in the environment involved blocking it out and taking it all the way to finish. This included: World building, level architecture, creating modules, prop creation, texturing, decal- / vertex blend pass and set dressing. __ Big thanks and shoutout to: Myles Lambert (Lead Environment Artist), for amazing guidance throughout the project. Axel Torvenius (Art Director), for the awesome direction and freedom given. Hector Silveri for prop support. Christoffer Loveus ( Senior Concept Artist), for the amazing concept and graphic design support. Pär Tingström (Sr. Lighting Artist). And the rest of the Dozer team that made it a blast to work on this project.
I was responsible for 3D modeling and texturing majority of Zagreus' weapon aspects for SuperGiant Games' hit game, Hades. The original sword, spear, shield, and bow aspects were created by Camilo Vanegas, and rigging for the weapon aspects was handled by Camilo Vanegas and Thinh Ngo. It was incredibly fun to delve into weapon and prop creation for this project, and learn to match their style to the 3D characters and 2D environment assets. All weapons shown were modeled/textured/ by me unless otherwise stated. Based on concept art created by studio Art Director, Jen Zee. Cheers!
This is a log on how I texured my Siheyuan that I finished modelling last week in Project Ancient China: Modeling a Siheyuan in Maya. It focuses on how I split up the texture in several maps rather than one large texture map, as I was constrained to a small 1k map which was causing…
Learn to create props with expanded polystyrene aka "styrofoam" with master FX artist Tim Martin (Godzilla: King of the Monsters, Captain Marvel, The Predato...
Real-time ray tracing, the holy grail of graphics, is now possible thanks to the NVIDIA Turing architecture and the NVIDIA RTX development platform. This robot arm is modeled and designed by Gregor Kopka and textured and rendered by myself in Substance Painter/Designer This is a demo using that technology created by the art team here at Nvidia. This was a huge collaboration of artists to make this happen. Thanks to everyone involved. Please checkout this interview for more details on my involvement or the other Project Sol images on my artstation profile. https://www.allegorithmic.com/blog/real-time-ray-tracing-future-nvidia-s-project-sol-textured-substance For more artists work, see these guys awesome profiles! Gavriil Klimov - www.artstation.com/hexeract Gregor Kopka - www.artstation.com/scrutch David Lesperance - www.artstation.com/metalman123456123 Ilya Shelementsev - www.artstation.com/devmod Fred Hooper - www.artstation.com/freddyhoops
The Planet Mongo Videotron Device Thing-A-Ma- Traption . Click on images to enlarge. Made this just for the fun of making things using my ...
A breakdown of my approach to modeling and texturing Dumbledore's desk. You can download all the pages here: https://gum.co/cpwf
Finally starting to upload some of the Environments I've worked on with the very talented team here at BossKey Productions. I feel super lucky to have worked with such a great team on this project. Hope you guys enjoy, also check out the rest of the team listed below. My responsibilities on this map ranged from some hi/low prop modeling to modeling and texturing environment assets such as ceilings, walls and floors. Also did some light foliage and snow painting in the outside area of the map. Credit: Art Direction: Tramell Isaac Environment Lead: Josh Rife Environments: Eric Klokstad, Jayson Miller, Ned Gasorntip, Neil Pascarella, Ivan Bonachea, Josh Pegram Level Design: Hunter Peyron FX: Nick Peterson, Brandon Bickford Lighting/TA: Jonathan Bishop TD: Jonathan Ferguson Outsourcing: Ryan Hawkins
Real-time ray tracing, the holy grail of graphics, is now possible thanks to the NVIDIA Turing architecture and the NVIDIA RTX development platform. This door is modeled and designed by Gregor Kopka and textured and rendered by myself in Substance Painter/Designer This is a demo using that technology created by the art team here at Nvidia. This was a huge collaboration of artists to make this happen. Thanks to everyone involved. Please checkout this interview for more details on my involvement or the other Project Sol images on my artstation profile. https://www.allegorithmic.com/blog/real-time-ray-tracing-future-nvidia-s-project-sol-textured-substance For more artists work, see these guys awesome profiles! Gavriil Klimov - www.artstation.com/hexeract Gregor Kopka - www.artstation.com/scrutch David Lesperance - www.artstation.com/metalman123456123 Ilya Shelementsev - www.artstation.com/devmod Fred Hooper - www.artstation.com/freddyhoops
Some Props i designed for the live rtx raytrace demo at the Nvidia RTX release event. https://www.youtube.com/watch?v=KJRZTkttgLw&t=2s i worked together with a great team of super talented artists at Nvidia and outside to create this great realtime raytracing demo for the Nvidia live release event. It was a challenging task for the time we been given but everybody worked as best as he could to deliver a great demo. Gavriil Klimov (Art Director) Jacob Norris Brian Robinson David Lasperance Fred Hooper Ilya Shelementsev
photoshop tutorial, texturing tutorial, adobe photoshop, texture
Raventhorn is a graduation project made at Artside by Arthur Gaubert, Théo Lefloch, Axel Blin, Thaïs Bailleul, Léna Duflots and Mathilde Mano in 4 months. With Axel Blin, we were in charge of the full Environment, Level Design, Props, Tech, Lighting etc. Many thanks to our classmates for helping us and the good times past. Many thanks to the following speakers who helped us during this project : - Florian Devos - Camille Delmeule - Matthieu Laude - Sophie Almecija - Gaetan Perrot - Florian Potier - Sacha Veyrier - Lionel Cregut - Vincent Ménier - Anthony Lemetayer - Evans Bohl https://www.artstation.com/gaubz https://www.artstation.com/sarthio https://www.artstation.com/zhyrafa https://www.artstation.com/tamys https://www.artstation.com/lena_duflots59 https://www.artstation.com/mathildemano https://www.artstation.com/grosnez https://www.artstation.com/bakaneko https://www.artstation.com/matou https://www.artstation.com/sophiealmecija https://www.artstation.com/korann https://www.artstation.com/alec https://www.artstation.com/lithium https://www.artstation.com/atomicboy https://www.artstation.com/vincentmenier https://www.artstation.com/fly06bzh https://www.artstation.com/artsidegameartschool
Create eye-catching textures on spinning tops, boxes, ornaments, and other small projects with Wagner™ Texturing Tools. Diamonds, spirals, swirls and other textures will add interest and value to your work along with added enjoyment while you turn.Joe Wagner, of Salt Lake City, designed these tools to texture his signa
Moving here from my WIP thread, hoping for more criticism. Wondering about the topology on this paw. Its for a wolf model I’m working, besides shaping it up, what do you guys think? Newer file downbelow!