Its been a while but I have finished up my scene for the current project progress. I may return to it at some point to model out the interiors. These are the final renders I have been able to land on after trying out multiple lighting setups.
Progress Update After weeks and weeks of trying to get the hole situation to work I've finally been able to sculpt. I spent about an hour putting some dents and scratches just to show some the combat usage the gun rail's been through. I'm gonna go back to work on the damage, but this was the first pass. I used a custom…
Hi everyone! After nearly two months of silence, I'm back. I took an unplanned vacation from 3D — hospital with pneumonia. My advice to you: don't get hospitalized with pneumonia—it's awful I've fully recovered now and am ready to share a progress report covering the last 1.5 weeks of work on my project. During this time,…
I decided to update my portfolio with work I've done on Due Process, a retro styled tactical FPS. I was hired on as an environment artist, but eventually transitioned to a more technical role, where I became the steward of getting everything related to content working and optimized (while still doing art tasks). Even…
Working on a stylized room for a while, you can check my progress in my Sketchbook . Finished baking process now, everything is sculpted and baked: model
Progress, particle effects too strong atm. Floor has been adjusted and saturation will be handled using the post process volume due to time constraints.
Hey guys! A bit more progress in the form of an early W.I.P blockout and some character progress. We are looking into exploring the fantasy themes contained within our project and really enhancing the environment as a whole with detailed elements of folklore. Here is our progress:…
Ok guys, First we set up a flat plane model with a bunch of subdivisions. Than we made a world position offset vertex shader that morphs that model into a sphere. We want to apply reflections to the model, however when the reflections are captured, they seem to be only done after the vertex shader step. ( cutting them in…