Hi, Much like the first Anomaly, I have worked on the sequel. We are a small indie game development company so I was responsible for a few different art things. I contributed to graphic design, I made a few levels, some assets and most of FX. I was handling lighting and postprocess as well. So I'd like to show you the…
After few weeks of planing I finally started making actual content for my game project with a codename "Forged". The room you can see on the screens is in the Orphanage and it's used as the starting location of whole story. At the moment this place lacks some more props such as books and plants and finished candles :)…
Hello all! I'm finally starting my first UDK map. It will be relatively small map, based on ancient china. The goal is to create all the modelling, texturing and everything else pretty much from scratch. I started with creating first stone blocks texture for the ground. This is the zbrush sculpt (each tile is separated, i…
Hi, I've just finished white boxing a scene. I was wondering if I might be able to get some critique as at this stage I can very easily make adjustments within my scene. Any critique is welcome. For the most part I feel that the white box is at a good stage, however I'm slightly concerned about the texturing and how much…
The deadline for this is 6th May so I'm going to try and upload very regularly and hope you guys can give me some feedback! Brief storyline - 2 species; humans and mermaids, never got along. Curious human scuba diver interested in the mermaids home. Mermaids very protective and hate humans. A general from a scouting group…
I am having all kinds of headaches getting the lighting / shadowing on dynamic objects to be decent in UDK. If I use any flavor of Directional light, I get weird "cross hatchy" shadows with artifacts popping up at certain angles. If I use Spot or Point lights the shadows are correct, but the shadows cover my model's…
Skillset 3+ years industry experience 1+ years working freelance 3D modelling PBR texturing Materials UE4 Previous Work Elite Dangerous: 3D Artist (in-house) Elite Dangerous: 3D Artist (freelance) Portfolio http://ed-hanley.co.uk/ Contact E-mail:mail@ed-hanley.co.uk Competitive rates, please contact for more information.…
Hi! I'm a versatile 3D artist who is capable of stylized and realistic artwork. I've worked on titles from the PS4 to mobile. I'm looking for remote or freelance work. I've worked in Unity, Unreal 4, and proprietary engines and most importantly I can deliver quality assets on time. My portfolio…
As Obscura said you can remove the low quality work. you have architecture work and some fantasy story telling environments which I liked a lot. those just need more love to show more story that you want to show. Remove which are not upto your skills and let me know if you need any help further.
Thanks Betarazer, As the train is sorted in UE4 it's on to a bit of an environment for it. Currently working on ground textures. First of which is a gravel texture for beneath the rail tracks which also doubles up as coal. Created via Substance Designer using the height information of six quick sculpts for the stones in…