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Winter is coming.. (Fantasy Castle Ruins) by Nikita HrushevskyiCastle ruins on high peak. Finally managed to have some free time to make it. Wanted to create small fantasy style scene as always wanted. Inspired by playing For Honor. Made with megascans and bridge with custom snow shader. Snow shader have a displacementtesselation option. I've disabled it for performance saving. Additional usage of 3ds Max for cloth simulation. Terrain was created in World Creator. Took me 2 days to complete. Rea
Game Ready - NPC Knight by Dawid ChachulskiHere is my second game ready character finished for university. The total tri-count budget for this project was 25K tri's and my character is around 24.1K tri's and although it could be a bit lower due to the fact that some areas of the model aren't that consistent in terms of topology I still think that this character came out alright in the end. The concept that I have modelled from was from Junq Jeon ( https://ift.tt/2CvDFqG )
Oktoberfest Pickaxe stylized by Ahmet BluhmMore and likely a Fan art to Fortnite. I build the model by myself looking for reference and concepts and mixed them together and its kinda late for the Oktoberfest and as a german i need something like that on my portfolio but had a lot of fun to create my first stylized art. My art style reference was Fortnite and Overwatch. Currently busy with a small diorama and a environment. Soon there will be more posted :D. Hope you you like it.
For Honor - Qiang Pass : Armory Capture Point by Joanne YauHere's my contribution on the latest DLC of For Honor For this map I mainly worked on the modeling of the Armory capture point and some other environmental props. Super satisfied with how our first Wu Lin map turned out. Congratulations to everyone who worked on it ! Level art texture vfx and lighting were done by my talented colleagues.
ONE EYE... (Textured) by Deependra Dev JaishiHello Here is my textured version on ONE EYE character. It was great experience and Fun on creating hair for this charater though in need to improve a lot. You can have a look at the higher version is the given link : https://ift.tt/344pmCS Tri count was around : 55k 4 maps were used which included Base ground Cloth Skin Hair. Hope you guys like it. Thanks!
Cyber Bunny - (Real time character) by Piotr ZielińskiGame-ready character that in most part I did during Georgian Avasilcutei mentorship program (https://ift.tt/2GZZFK7) I feel like I have made big progress during this character and i want to recommend him as a teacher to everybody who wants to improve their skills in making game-ready stuff The main idea of her was based on this https://ift.tt/37lvqcb concept that I tweaked a bit. Gun was taken from rmory studios https://www.rmory.net/portfoli
Geiger Counter by POLYSQUID StudiosThis is a beautiful 50's Geiger counter with metro decal (for fun). We made several high quality survival props for our UE and Unity pack: Survival Props: https://ift.tt/2CVqw7t Polycount: 8500 Maps: 2x2k PBR This one was made by Kaspars Pavlovskis https://ift.tt/2S9n0MM
Ghost Recon Breakpoint : Kits by Corentin MarquetWork made in collaboration with other Artists. I was in charge to meet the different needs for some areas in the world. This job was mainly focus on : Modeling Texturing World Integration Propset Creation Propsing Modular Kits for internal Houdini tools (fences)
Ghost Recon Breakpoint : Liberty (1/2) by Corentin MarquetIn charge of various camps around Liberty City to push the quality further and enhance life in residential areas. Terraforming Ddecals ( tracks ground ... ) Vegetation (placement exclusion ... ) Set dressing Camps Layout Propsing Internal Houdini tools Work made in collaboration with various artists mostly with my two Parisian mates : - Christophe Neverre (Level Artist) - Thomas Pulluelo (Level Design) https://ift.tt/2O0oTvF
Ghost Recon Breakpoint : New Stirling by Corentin MarquetIn charge of some camps & the wild around various fields for the New Stirling region Terraforming Ddecals ( tracks ground ... ) Vegetation (placement exclusion ... ) Set dressing Camps Layout Propsing Internal Houdini tools Work made in collaboration with various artists particulary my two awesome mates : - Marie-Adeline Rohard (Level Artist) https://ift.tt/2QvIh5l - Galderic Sabourin (Level Designer)