Compilation of my 3D related woks
With the launch of Lawbreakers on PC & PS4 http://lawbreakers.nexon.net/en/buynow. Here are some official shots from the map, Grandview. All maps are obviously a collaborative effort among many moving parts. However, specifically, I was responsible for many tasks within a small Environment art team across a wide range of disciplines including modeling, texturing, materials, technical aspects of game art (collision, lods , etc.) Credit goes to the amazing LB team: Art Direction: Tramell Isaac Environment Lead: Josh Rife Environment Art: Eric Klokstad, 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 www.lawbreakers.com
This is the art test I did in 2015 for Hitman Legacy while I was working at elite3d. Since we succeded on the art test we were able to participate on some environments for the campaign.
In this video I'm showing how you can create a flocking simulation as an agent system based on Boids system by Craig Raynolds using Houdini. * References:htt...
How to create Swarm Intelligence within Side Effects Houdini working with the BIODS algorithms to create flocking behaviours.
Project Eden is a futuristic 3D art series exploring the intersection of nature, technology and transformation. Where creativity meets sustainability.
Professional 3D Environment Art Portfolio of Lucas Annunziata - Available for Contract, Freelance, and Consulting opportunities
Nice work man, sweet concept too. I like how the rock has areas of intrest like the ribbing on the inside and alot of nice varity in your sculpt overall.
Hi all! This is my personal project created in UE4. I wanted to push myself to learn Substance Designer and the intention from the start was to texture an environment using only Substance Designer. In the end I painted the clouds and some masks in photoshop. This was also the first time I have worked with foliage and tree creation for an environment. Overall it was a very fun project to work on!
"Italian cafe" is a personal project rendered in unreal engine. this scene is based on an actual place in Italy. everything was created from scratch, models and textures, I had a lot of fun creating it and learned so much from texturing to lighting, hope you like it.
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All asset modelling, texturing, lighting, world building, and some particle FX created by Kristen C. Altamirano. Programs used: Maya, Photoshop, UDK Additional…
Here my final image, I hope you will like it. It's based on the 2D Artwork of Aquan Pham Tung. I used Maya, Vray, Mari and Nuke to create this image. Cheers https://www.artstation.com/artist/phamtungquan
Tried to make some game levels into my style. I wanted to use most simple shapes as i can to make it looks very simple. I liked the result and i learned a lot with this project.
This is a breakdown on creating 2 shaders that were used to make many different pieces. This efficiency allowed for creating epic scaled environments with extreme detail.
I felt I hadn't really challenged myself enough and I had been creating things without regard to particular reference.