Hey everyone, great news, You can now try an early version of the VR version of this!
For this scene, we have utilized a custom shader and normals with a flexible system for material adjustment. This particular environment scene was inspired by "At the mountains of madness" novel which we decide to make a sci-fi twist on. We have also tested the Nvidia RTX technology which was recently added to UE4 that yielded great results for our environment scene.
A modular kit I made for an Isometric shooter game called Solar Purge. The design is heavily based off of doom and other games similar to this art style. I love the feel of it! The colors can be changed to anything, scratches can be increased or reduced. Pretty much everything is adjustable to be modular. "I specifically modeled and textured all the assets in this scene. I used maya to make the assets and UV them. I then used Ndo to create all the normals for the pieces, this was actually a very fun and quick process. I then used quixel to create masks for the pieces." This was my first large project and first time ever attempting a modular kit like this. It was a challenge but I learned so much from it. Mostly learned how to be quicker and better ways to achieve the same outcome. The game is still a WIP so I hope to have more renders of really well put together levels soon. Gameplay setup - @renderman09 Solar Purge - www.solarpurge.com Twitter - @bmikes1988 Decals - Trang Pham
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As a Contract Artist with Dekogon I helped re-imagine a level for the game Enemy On Board created by Windwalk Games.(https://www.eobgame.com/). Enemy On Board is a multiplayer social deduction game on PC, available through Steam. My responsibilities included: -Setting the Art Style for the remake. -Producing Hero Gameplay Props. - Creation of all construction assets, including floors, walls and doors and supporting assets. Couldn't of done it without the excellent direction and support from Project lead, Christopher Flynn and Studio Head Clinton Crumpler. Christopher Flynn : https://www.artstation.com/cflynn8081 Clinton Crumpler: https://www.artstation.com/ccrumpler Dekogon: https://www.artstation.com/dekogon
Stylized Sci-fi Wall 001 – Free seamless texture, 1024 x 1024, with the following maps: Diffuse Normal Displacement Roughness Ambient Occlusion Metallic https://www.youtube.com/watch?v=_nI7-yks4Nw For Tier 3 Patrons, there's a 4K resolution uncompressed PNG version of this texture. There's also a SBS/SBSAR files (what are these?) for texture customization. If you like my work and you…
Hi Guys, Ive been working on a sci fi scene based off a concept by Razor B im going to use the CryENGINE sdk to render it.
《The Border》 New beginning, I am enjoying the afternoon sunshine at ease. Although the city is full of rust, I can still feel the smell of sunshine https://weibo.com/kongaxldesign
a small serie of different dwellings
Some concept art and 3D work that we did for Planet of heroes' environment. Proud to be partners with my.com. https://moba.my.com/
Blender Tutorial -Learn how to Create Low Poly Sci-Fi Sky Scrapers! Great for Game-Engine or realistic renders. Geometry Nodes is koolDownloads on Patreon: h...
In 2019 I had a chance to freelance for West Studio to work on Valorant. It was a super awesome experience to work on such a big project and help come up with different ideas and design for it. Here are some design for generic props and gribbles for KINGDOM. Huge thank you to Tyler West for letting me take part in this project, and to David Knapp and Mingchen Shen from West Studio for their AD. https://www.artstation.com/weststudio https://www.artstation.com/mshen https://www.artstation.com/david_knapp
ArtStation - Apex Tropics Escape Pods, Danny Gardner
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Stylized environment map I created for DefenseCorp - Earth, an upcoming game by Clocked Gaming. To know more about them, check out their twitter page. https://twitter.com/DefCorp_Earth
Lighting work on Killzone Shadow Fall. Involved creating some effects and environment optimisation work.
I've been chipping away at this personal project over the summer break. I had saved this concept by Robin Lhebrard for a while and have been wanting to make more of a "city" environment so I thought it was the perfect time to give it a go. Somewhere along the way I migrated everything to UE5 because I wanted to check out lumen and see what else is new. I had a blast creating this and I might even if I find the time create a night version as well. Hope you like it! Concept by: https://www.artstation.com/artwork/N5G9lz Special thanks to Milan again for being my extra set of eyes: https://www.artstation.com/milandelaet
Exterior, interior, and lighting sketches for Storm Point map.
Low poly modeling and texturing.