Venice
Breakdown of the environment here: https://gamesartist.co.uk/howls-garden-env-adrian-drott/ This environment is based on Howl's secret garden from Howl's Moving Castle. I saw this project as an opportunity to try out and getting to know Unreal Engine 4 while also experimenting with capturing a Ghibli-like style like so many others before me. Models were made in Blender and textures in Substance Designer. Will eventually post a breakdown project featuring some shaders, materials and assets. Thank you for checking out my work! Music in the video by JustAnotherGhibliFan: https://www.youtube.com/watch?v=tLVDO... (slightly pitched and added reverb)
I was responsible for the ruins located in the Colossus 12 arena. The surrounding environment was built by Katie Houston. World Building: Katie Houston - https://www.artstation.com/khouston Water: Troy Mishler - https://www.artstation.com/troymishler FX: James Mestemaker
My environment art work from the Call of Duty: Black Ops Cold War single player campaign level "Break On Through". Work done in-house at Raven Software. My Job was to develop a cave look based on caves native to Vietnam. To develop the look, I started with many key references, and from a few concepts provided by Raven Concept Artist Wes Tippets. Houdini was my software of choice, since photogrammetry of caves is especially difficult in darkness and without access to all sides of the subject, so I created workflows to generate cave formations procedurally while still allowing for creative control. I was responsible for assembling and building theses spaces from designer block-out with the assets I created and by using other assets created by the other franchise artists. Lighting was done by Raven's own Terry Barnett. Not for download or distribution without prior written approval from Activision.
Hello, this is just some material study stuff.
Wood carving tutorial on a custom Mosin. #Material_Drawing #Zbrush_Tutorial #3d_Environment #3d_Modelling