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The Bleak fish by Sapronetska  using #adskMaya #Zbrush  Allegorithmic  #SubstancePainter. All images here:

The Bleak fish by Sapronetska using #adskMaya #Zbrush Allegorithmic #SubstancePainter. All images here:

FX  reel shows how 'Ghost in the Shell' developed its visual style

FX reel shows how 'Ghost in the Shell' developed its visual style

FX reel shows how 'Ghost in the Shell' developed its visual style

Coffee Table, Dusan Kovic on ArtStation at https://www.artstation.com/artwork/coffee-table-17469ffd-bce0-4418-b390-d821621ce71d

Coffee Table, Dusan Kovic on ArtStation at https://www.artstation.com/artwork/coffee-table-17469ffd-bce0-4418-b390-d821621ce71d

Over the past 2 years I had the fantastic opportunity of working in a small team of immensely talented artists here at Epic Games to put together a few levels for the MOBO 'Paragon'. Here are some of the Hard Surface gameplay elements I created for these levels.   For the Scan based assets I reused elements from the 'Unreal Engine Kite' demo that had been originally captured by Francois Antoine and his team, I then modified these for use in Paragon.  Other Map Credits (In no o...

Over the past 2 years I had the fantastic opportunity of working in a small team of immensely talented artists here at Epic Games to put together a few levels for the MOBO 'Paragon'. Here are some of the Hard Surface gameplay elements I created for these levels. For the Scan based assets I reused elements from the 'Unreal Engine Kite' demo that had been originally captured by Francois Antoine and his team, I then modified these for use in Paragon. Other Map Credits (In no o...

A victorian lamp I made for my Harry Potter environment project. I'll keep polishing it in Unreal :)

A victorian lamp I made for my Harry Potter environment project. I'll keep polishing it in Unreal :)

Character modeling done for Dylan Ekren's class. Original concept by Chabe Escalante.

Character modeling done for Dylan Ekren's class. Original concept by Chabe Escalante.

WIP Study of Lighting and Rendering to achieve photorealistic realtime inside Unreal Engine 4. I use post processing volume to make close up shot with bokeh effect. pretty much like the result. All Assets created by me except the terrain texture I used from surface mimic. Next I will create more assets for make better composition and completed artwork.

WIP Study of Lighting and Rendering to achieve photorealistic realtime inside Unreal Engine 4. I use post processing volume to make close up shot with bokeh effect. pretty much like the result. All Assets created by me except the terrain texture I used from surface mimic. Next I will create more assets for make better composition and completed artwork.

@RebusFarm | CGRecord Reel of the Month #5: Planet Unknown movie using #C4D #Houdini #Octane #Zbrush. Watch here: http://www.cgrecord.net/2016/11/planet-unknown-short-film-has-won.html

@RebusFarm | CGRecord Reel of the Month #5: Planet Unknown movie using #C4D #Houdini #Octane #Zbrush. Watch here: http://www.cgrecord.net/2016/11/planet-unknown-short-film-has-won.html

Character done for Blur's latest Far Cry 4 TV spot. I had heaps of fun working on this with an amazing group of artists and Arda as our Lead! I worked on Pagan Min's modelling, shading and texturing.   Software used: 3dsmax, ZBrush 4.6, Vray, Mari  All images and designs are copyrighted by their respective owners. Permission is needed for any other use than private if not noted otherwise.

Character done for Blur's latest Far Cry 4 TV spot. I had heaps of fun working on this with an amazing group of artists and Arda as our Lead! I worked on Pagan Min's modelling, shading and texturing. Software used: 3dsmax, ZBrush 4.6, Vray, Mari All images and designs are copyrighted by their respective owners. Permission is needed for any other use than private if not noted otherwise.

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