My name is Sandro Girardi, I'm a concept artist and illustrator with a background in figurative arts and additional education in digital arts. I have 3 years experience within a variety of projects ranging from card illustration, character design for film and games, asset design and keyframe concept artwork. For any who…
As part of my new project, I created a remaster of the iconic location - the "5to2" cafe from Silent Hill 1. My goal was to preserve the dark atmosphere of the original while enhancing the visual quality. I'll be glad if you leave you like on my art station - www.artstation.com/artwork/bgOQlv
Really nice scene work here. Everything feels cohesive and natural. Only critique I have really is in that first shot, having a lot of vertical-jutting sharp and craggy rock 50ft away from a bunch of rock wall that's rounded and smooth, feels a little off (kinda Final Fantasy-ish?). Since both rock structures are right at…
Hey, thank you Muzzoid! That sounds like a great idea, it's what I internally settled on as well. My only worry would be the bottom view of the hair with this set up, it might still be awkward... I'll have to figure it out when I get there (༎༎゜▽゜) Today, some more blocking out, and some more refining. Did a quick placement…
Here is the information pitch and concept art of the project. We can discuss more about it on my discord: Yunerineri Feel free to ask questions and get in touch, I would love to see your portfolios and talents to help on this incredible dev journey!…
How are you fellas? I've decided to return to 3D (I don't know if I should but here I am :# ). I'm trying to make the full process of game ready character to learn. Inspired by this piece ArtStation - WAAGH!, Rostyslav Zagornov . The sculpt still has a long way to go and I think I've over worked a lil bit, I will take some…
Hello I have been working on a large-scale 3D project in Unreal Engine 5, and I’m encountering performance issues related to my custom shaders. When applying complex shaders to large assets, especially with high polygon counts, the performance drops significantly. I’ve tried optimizing the shaders by reducing texture…