原画 出处:https://www.artstation.com/artwork/Aq8oQq https://www.artstation.com/artwork/0Jl0E https://www.artstation.com/artwork/xz5r5X https://www.artstation.com/davidenko https://www.artstation.com/artwork/8eVPgx https://www.artstation.com/artwork/rR6xV6 https://www.zcool.com.cn/work/ZNTEyMTg1NzY=.html https://www.artstation.com/artwork/5m4dE http://edouardguiton.com/theadventurers/
Some assets of the unannounced fantasy project I was working on at Automaton before it got cancelled Concept by the amazing https://www.artstation.com/bernardocristovao
第二期网络班课件,第二期第三阶学生作业正在整理中。。。感谢原画,地址https://www.artstation.com/artwork/N588r1
monster flow -process diagram by-Chengdu Pugui education technology Co.,Ltd(成都蒲贵教育科技有限公司) Contanct(咨询) QQ:2794525677 QQ:739657506 web :http://www.pugui.xin/home.html We have a game art studio in Chengdu,we can do some game art work,such as 3D character Artist , 3D Environment Artist, next-gen character Artist, next-gen Environment Artist . bussiness contact : [email protected]
**Disclaimer- I will be sharing insights into my responsibilities as Lead Environment artists for educational purposes. I think it's great information on the challenges/ pitfalls of production for AAA and indie games alike. Hopefully, this information helps developers avoid these mistakes in the future** As a Lead Environment artist, it was my job to look over the entire schedule of asset creation for environment art for the remaining duration of Indivisible. In order to justify taking a longer time on some older assets that had already been made, I made sure assets were created in a way where we can get ALOT out of one texture. I also coordinated which assets would be outsourced and managed those outsource artists to make sure our internal work schedule for the Environment team was still realistic. This is An example of some concepts I did during the polish phase of the first level ( the only level that had been worked on for the game after about 2 years of full production ) I had a lot of work ahead of me because I had to train several internal junior artists as well as manage outsourcers, and establish a new modeling/ texturing style for the game. This shows a breakdown of the assets from concept to final after a texture polish I did on an outsourcer's work. The initial colors and design were all strong but the finish needed to be pushed to really pop in-game. I found that adding more noise and exaggerating color shifts really shined in-game. Adding a slight hi-pass and sharpening really pushed these details as well. Ivy concepted and created by me. Outsource walls by Xavier Garcia and some model clean up by Jennifer Seaman
Experimenting with a trimsheet made in Substance Designer/Painter