First of a series of scifi environments I'm planing to make
From the "Land Escapes" Series. I intend to create comprehensible images of possible futures in this illustration series.
Scifi environment + vending machine, Stefano Andrieri on ArtStation at https://www.artstation.com/artwork/JvBzN0
Preview: www.youtube.com/watch?v=bX129IkVDDw&t=22sThis is a SciFi Corridor Environment scene, that is designed for Current gen games. This Environment uses PBR Materials with few customizable settings ( roughness,metallic & AO to get your desired look for the environment.
中国2098:红旗飘扬在大堤建设工地 我在安置点的老屋中找到了自己32年前的作文本,当时我还在上小学。这个本子里有一篇新闻观后感,讲到了东海大堤建设工地上的一个采访,直到现在我还对新闻中那些高耸的水泥存储罐印象深刻,它们调和的混凝土构造了大堤的主体;当时在工地的官兵每人每天要喝20瓶矿泉水,吃10份盒饭来补充体力消耗,军区司令接受采访时一度哽咽:“我们的战士非常好,非常可爱,我跟你讲我——们(以前)没有(遇到过)这样(好)的战士,60年代的兵能打仗,能吃苦!”,时任国家主席评价到“你们用你们的实际行动,谱写了一首壮丽凯歌,创造了一个人间奇迹!”。
Props
Here are some demo projects from a pair of digital painting tutorials that I'll be releasing soon. One course will focus on natural environments and the other on architecture and structures. I tried to do a wide variety of assignments to give students a good feel for several techniques and a nice range of challenge level . These were such a blast and I learned a lot about custom shapes in the process! What a game changing tool! Thanks for checking these out.
Got my hands on UE4 a little while back and started playing around with it as well as DDO + NDO. It's still very WIP, and it's based on a concept by Baron Tieri.
Garth Travis talked about creating a high-quality Sci-Fi Modular environment in UE4 & Maya and shared a few helpful tutorials that he found along the way.
This is a concept piece I did for a short movie "TANO".
Hey all, been working on this for a while and here's where I'm at right now. Here's the original reference.
Here you can find a brief compilation of screenshots from Alien:Isolation where I had worked as 3d Artist/ Environment artist. Those screenshots display areas where I was directly involved, however, I worked on these levels with a group of very talented artists so I would like to give them credit . There are,also, assets pics where it shows pieces that I created including the concepting/design at some of them.
These gifs show the stages of surfacing in idtech. More explanation in the text below the images. Find more info on idtech 7's surfacing pipeline here: https://www.youtube.com/watch?v=UsmqWSZpgJY and here: http://advances.realtimerendering.com/s2020/RenderingDoomEternal.pdf I was the surfacing lead on all levels seen in these pictures except Urdak. I oversaw the surfacing efforts of other artists on Cultist Base, Doom Hunter Base and Mars Core. For Mars Core, I also did many of the base materials and trim sheets.
Finally, I started work on my Sci-Fi modular environment pack for UE4 Marketplace. Customizable, high-quality, modular and fast in production and it is almost unreal combination =) To make it real I decided to try the new technique for me from the Star Citizen game. In particular, they use Face weighted normal and various types of decals. More about this you can read here: http://wiki.polycount.com/wiki/Face_weighted_normals First of all, I created textures for trims, floaters and decals with NDo and PS, and after this base tile UE4 materials such as metal, rubber, plastic, etc. (I want to note that UE4 allows to create amazing procedural materials.) After finishing this set I realized "the sky is not the limit". Only auto UV's without baking and texturing, that gives you more time for creating the design and less for technical boring moments. With using Modo UE4 Bridge this approach is even more effective. It was made during 8-hour stream!
ArtStation is the leading showcase platform for games, film, media & entertainment artists.
The screenshots on this page illustrate the lighting work I have done in Kareah Security Post I had the responsibility of relighting the majority of Kareah working in collaboration with the Art Director. Kareah is supposed to have a military feel to it which I tried to incorporate into its lighting, using cyans, greens and warm lights to compliment that and help with navigation. Thanks to the talented team at Foundry 42 UK for the awesome environment work. Rendered in real time in CryEngine.
Computron: of course, what else can you listen to when you bevel?
Mars Interior by Brian Sum on ArtStation.
A resource processing platform in orbit around Saturn. Personal project in my spare time that started out as an exercise in trims and tiling textures. I used one of Justin Oaksford's beautiful concepts as a starting point and compositional base. (https://www.artstation.com/artwork/wN4g5) The original concept was for a multiplayer space which was intended to be much larger than the space i wanted to create, so i reinterpreted the scale and some of the elements when blocking out the scene. Saturn Image courtesy of NASA