Steel is actually an appealing building material for green-friendly builders. Highly recyclable, long lasting, and energy efficient qualities make steel or metal a favorable building material.
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Hey guys! Here's a thought... How about a thread that serves as a well of instpiration? If you come accross ANYTHING on the web that inspires you for Mordheim s
맵이 상당히 넓어보입니다. 사찰, 부산시내, MEKA기지(디바 숙소) 세 파트가 존재하는것 같네요
Dreamcatcher Tower, Charlène Le Scanff (AKA Catell-Ruz) on ArtStation at https://www.artstation.com/artwork/dreamcatcher-tower
Helping to make your game a work of art
Laboratory by JiaYing Liang on ArtStation.
Happy to share some of the work I have done on the DLC maps for Gears of War 4. It was a very interesting and intense process of development and pushing to improve everything we do as a team constantly, and I am very proud of the results we have achieved and continue to achieve with every new map we make. The process on the concept art side has been largely the same, but we have been doing loads of design work and experimenting with different techniques to convey as much information as we can to our environment artist, asset artists, vfx, lighters and technical artists. Hence we have adopted some line drawing techniques, quick lighting paintovers during various stages of development alongside our usual polished concepts. Credit for the actual work on Clocktower goes to - Matthew Macer, Matthias Riegler and Emma Howard and our Art Director - Tim Appleby.
I worked on this map as a world builder and support asset artist. Most of my work consisted of world building, set dressing and texture blending. I worked alongside environment artist Ainsley Langford and lighting artist Liam Reid
Common Medieval House. Feb 2016.
Quick sketch)
建物内のようすなど。理由は覚えていないのだが、住戸のあるフロアの階段や廊下の様子は残念ながら全く撮っていない。当時はまだ居住者がいたので、そのあたりをむやみに撮ることが憚られたためかと思う。また知人などが住んでいたわけでもないので、居室の写真も当然ながらない。1号棟屋上塔屋当時既にコンクリートが朽ちてボロボロだった。屋上への出入口上部にあったのはエレベーターの機械室だったようだ。屋上階:階段室・EVホール・流し左方がエレベーターだが、当時は既に動いていなかった。また、屋上で物干しをする関係で、屋階には洗濯用の流しが複数設置されていた。アールデコ風のステンドグラスのある扉1号館地階の理髪店入口名札板:入居者一覧表Photo1997.7.3同潤会江戸川アパートメント1号棟・2号棟その1その2その3TokyoL...同潤会江戸川アパートメントその2
I've been playing a lot of Overwatch as of late and adore the art style, so I thought I'd use some of my downtime between projects to sharpen my Unreal 4 skills. The main technique to achieve the style is to use an instanced Master Material with a high roughness and low specular value as a default for most surfaces that I can then interchange between textures with. The textures themselves are all done from scratch in Photoshop, sometimes using photo reference for colour-picking. No texture is above 512*512 pixels in size. Lastly, the entire scene is dynamically lit using Light Propogation Volumes (To get the feature enabled, put "r.LightPropagationVolume = 1" into ConsoleVariables.ini and (re)start the engine) to achieve the realtime global illumination. Cheers!
23: derelict house walls - brinjal
dwarf sorter for Razdor
photographer ken ohyama captures urban buildings in cities across japan and removes the backgrounds, leaving just a cutout of each structure.
有方,做最好的建筑文化机构。主要业务包括媒体、旅行、空间研究、策划、策展、出版等。邮件:[email protected]
A whole bunch of stuff from Darksburg that I never posted here. Worked on the Hachim character with my mate Pierre Armal (early concept work): https://www.artstation.com/sicaeth
Senior Environment Artist II - Respawn Entertainment