Here is some of the work I had the chance to work on for Half life 2 RTX. Half life has always been one of my favorite games so when I got the chance to work on its community remaster I instantly jumped on the occasion. For this specific part I was tasked with recreating the wall set from the apartments in city 17. If…
I wanted to share something I came across while looking at models and textures from Borderlands 2. There is a 3D model called WreckedVan that is used all over the game. It comes with a 2048 diffuse map and a second packed mask texture. The size might seem large for 2012 but given that it was standard practice to give…
Been too long since I did some modelling. Chose one of the interesting weapons in the Cyberpunk 2077 game. Loved the mix between future and past the weapon design had . Blender : Modelling/UV Marmoset : Bake/ Render Substance Painter : Texturing Zbrush : Small high poly details on some parts Thanks for checking out my…
Hi everyone, I’m trying to recreate this kind of anime coloring/shading style from One Piece (image attached). What I’m specifically trying to achieve: * Strong cel shading with soft transitions in some areas (like the face and hair) * Intense glow/red eye effect * Clean but dynamic highlights in hair (not overly…
Thanks guys. I've been wanting to update WW for Source 2 ever since CSGO jumped to S2. I'd been working on it over the weekends for the last 2 years, but now that I'm not at Autodesk anymore, I've taken the opportunity to use the time to finally finish this work. I can now finally work on a project I was working on for CS…
In the end, I received the best grade and work since three years as a professional carpenter. I'm really happy with how the table turned out, and I even received a few promotions from the devs of Dishonored 2, which was a great honor. So enjoy the following pictures
Project Overview We are building an indie mobile game featuring a stylized, retro-console "segmented puppet" aesthetic. Our character pipeline utilizes a modular customization system where clothing, heads, and gear are modeled as separate, interchangeable assets. We are currently sourcing the master assets for a character…
Maybe you have already tried this? However, what I usually do to keep style. I have a hand full of alphas and brushes I always use for wood, metal, and or rocks. and I usually go about sculpting them in the same order each time. Clip curve > move topo > Trim dynamic on "edges" > the same 2 alphas every time > Orb flatten >…
Thanks Eric! And yeah, I would like to get some little idle anims playing eventually. To that end, I think my MVP as it stands is: * A rigged dragon mesh * A UI with options for body materials and different body parts that can be changed * 3+ markings that a user can switch between and/or stack * 3+ horn choices that a…
I'm working on a "remaster" of an old-school dungeon crawler called "Dragon Bane 2" as a personal/indie project. It's a dungeon crawler, with 3D grid-based movement and 2D turn-based party combat and inventory systems. The project needs a 2D freelance artist willing to work against a backlog of tickets to polish and extend…