Base assets by Wiktor Öhman For this demo I rebuilt and retextured most of the assets, in line with the ongoing R&D of the physically based shading in Unity 5, and created additional assets as needed. The demo was built on early alpha- and beta-versions of Unity 5, and made extensive use of Quixel scanned data and Quixel Suite.
It`s part 2 of my personal project "Viking: a tale about bravery". A lot of interesting elements! I hope, could render some more details later <3
This is a blog about Old European Culture.
Viking House Concept Art , made for our upcoming " Medieval Viking Village Environment Megapack " , Made by Semih Okşit https://www.artstation.com/oksitsemih
Viking House Concept Art , made for our upcoming " Medieval Viking Village Environment Megapack " , Made by Semih Okşit https://www.artstation.com/oksitsemih
Viking house based on a concept art by nydia ni. In addition to the 3d model of the house i decided to make some atmospheric enviroment for it in nordic setting. This house model was basicly made in Maya. Also i used ZBrush to sculpt some assets. All house textures were made in Substance Designer, Substance Painter and Photoshop. To make mountain environment i used assets from Unreal Marketplace. Thanks to my mentor Oleg Tsitovich https://www.artstation.com/deft0ne
A Viking concept for Leartes Studios https://www.artstation.com/leartesstudios
The cutting edge Seven Viking vessel, designed to support Statoil’s harsh-environment operations in the North Sea and Norwegian Continental Shelf is being unveiled and named by Subsea 7, Eidesvik Offshore and...
The remains of a settlement discovered on a remote mountain pass has been radiocarbon dated to the Viking Age. The findings confirm a local legend. Norway's melting glaciers continue to reveal incredible archaeological finds. Now,
My tasks : - Level art, World building and Placement. - Modeling and unwrap mainly for a big part of the architectures elements and some props ( I didn't made the 6 textures from the big architectural pieces ). ( I did the texture from the long banner into the blood, the mosaic transparent one, and the blood inside the baths ) - I did the metrics from the LD to build modular models. I did the bridge from the level design to the level art. - Team Lead ; mainly distribution of the props to the modelers and myself + architecture direction + metric + ref photos. We reimagined Legacy of Kain : Soul Reaver , in the sanctuary of the clan. Its our vision ( Byzantine ) Its a playable 20 minutes game environment. We did it in about 7 weeks. We were 6 to 8 on the 3d environment, and 16 for the final playable game. Concept art of Raphaëlle Deslandes ( https://www.artstation.com/artist/raphaelledeslandes ) Nicolas-John Poulin ( https://www.artstation.com/artist/njpoulin ).
Explore Kai-Erik's 33970 photos on Flickr!
Lead a team to produce the longhouse modules for Assassin's Creed Valhalla: Dawn of Ragnarok. Longhouse Kit Team: https://www.artstation.com/adayo https://www.artstation.com/philipnery https://www.artstation.com/chekavallar https://www.artstation.com/cpalo Nicky Denosta Special Thanks: Associate Lead Artist: https://www.artstation.com/rafregidor Architecture Person-in-Charge: Philip Nery
concept by nydia ni
Viikingite Küla asub Tallinnast 15 minuti sõidu kaugusel, Pirita jõe ääres ning pakub külastajatele nii kehakinnitust, vaatamisväärsusi kui ka erinevaid vaba aja veetmise võimalusi.
A study to see how close I could push it to the original sketch. Based on the concept of superbly talented xin xia found here: https://www.artstation.com/artwork/XJ653 super big thanks to Peet for the support & pushing me to do this =)
I worked on the middle bridge and the garden pagoda's modular assets. I didn't modeled the props and statues. (Textures, Lighting and Level Art are made by other team members)
The Vikings are credited with developing the A-frame house design, which was a common feature of their longhouses and dwellings. The A-frame structure, with its steeply pitched roof and sloping sides, provided excellent support and protection from harsh weather conditions, such as heavy snow and strong winds. This design element has been incorporated into various building styles throughout history and remains a popular feature of modern A-frame homes and cabins.
Main purpose of this environment was practicing the Star Citizen workflow by using face-weighted normals for the models, decal sheets, trim sheets and modular building. Using these decals gave me a huge advantage in customizing the scene, being able to change the look of anything with just tweaking a slider without spending too much time on a huge master material. Sergey Tyapkin's modular sci-fi corridor was my main inspiration for this.