Deciding to use my forced sabbatical to throw together an environment piece inspired by the ‘Iguazu Falls’. Who knows, maybe another Technical Tips for Environment artists will come of it!

Side note, each grass clump is 3k polys...

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We need your feedback to further polish our game into perfection! 😁
Check out this link to be apart of our user tests and play our early delevopment Demo!
https://t.co/bacHhJ6Rqs


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Numerous fixes for the next (last?) stage. Another 2Gb portion of assets are fully working now. Wasted half-a-day for that!

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WIP on my scene made in - took me 2 days to make my bakes work out in 😅😅big oof. link to animated version: https://t.co/3N2ljq3VlU

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Happy
The cliffs and beach got some much needed love this week 🏖️⛰️

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oof post-process outlines look hell of a lot better in unreal.

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Production on is in full swing! Here are some of our first character sculpts by which are on their way to be rigged!

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Just a quick little blockout and lighting test from last week, its beginning to take shape! I'll be making the noodle stand itself next!

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In you are the wicked witch of the wild west, an infamous bounty hunter. Shoot spells from your fingertips and hunt down dangerous mages in this fantasy adventure platformer!

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Member Level: CONTENDER - Poltergeist - Real-Time Character by Fabian Kolb from Training Centre.
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--- https://t.co/E5fZFo78VC

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Are you familiar with this little aggressive fish? 🦈

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Member Level: DEBUT - Honey Lemon's Room by Samantha Lee from University of Pennsylvania
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--- https://t.co/b3aauhJlog

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I always liked the catwalk before entering the Tank Hanger, something about seeing a level before you infiltrate it made the game so much more exciting. When your plan goes off without a hitch it always feels good.

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I spent 10 hours Sculpting, Texturing and Rendering this Styled Heart for my current portfolio project.

Expect an Artstation post in the near future possibly 👀

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The beginning of the final grey boxed level I'll be doing. Reconstructing pre-existing levels is a nice way to learn more about previous design choices and what made them appealing to the player. Hope to learn more always!

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I finished my personal project! Sci-Fi Landing Pod.
All modeled using Weighted Vertex Normals and Mesh Decal, techniques used in Star Citizen. Hope you like it! 😄

https://t.co/eUjMwo4W00

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