Some more Unreal studies. Trying to focus on creating a workflow and understand lighting. Needs work.
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@cptalbatross
Some more Unreal studies. Trying to focus on creating a workflow and understand lighting. Needs work.

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Idea for my next business cards. Created in Substance Designer.
A little prop for a scene I’m working on. Powered by meme magic!
Give me meow more!
Back to doing Substance Designer doodles. This time an exercise on shape control and masking. Everyone needs a little bit of Judas Priests on their walls..

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Old character that I wanted to learn diffuse painting in Substance Painter. Overall, I love working in the program. It's easy to stay organised and the layer system is very similar to Photoshop.
View the full character breakdown here: https://www.artstation.com/artwork/okbBw
Character rig created by Alexis Xuconoxtli. You can view his work here: http://xucoalex.tumblr.com/
Substance Designer training for a procedural aged wood plank material. It's crazy how detailed these graphs can get when you start adding in more and more detail.
Special thanks to Wes McDermott for his Substance Academy series. You should check him and his video series out if you're interested in learning the program.
https://www.artstation.com/wesmcdermott https://tutorials.allegorithmic.com/courses/01229d3d82a6bde31c283e1a7a244765/youtube-vLz8ZyduQi0
WIP of a little scene in Marmoset and hopefully in Unreal if there's time. Still need to adjust Albedo levels, foliage, and create an actual shader for the little blob dude. Concept by Ching Yeh. Texturing done in Quixel.
Check out the incredible collaboration between Chad Voss and I for the upcoming game, Albatross!
Sneak Peak at something cool with some friends, @spectrebane and @burgerstick for a level. Definitely did some studying to Overwatch’s unique approach to shape language and texturing Excited to share more when I can!
Modeled in Max, textured in Quixel.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Something fun and weird.
I forgot that this is technically a dumb Photoshop channel, so I whipped up a little something something for my friend the artist formerly known as jeiae/ @burgerstick . Enjoy!
Some dicking around in Max and Quixel and testing out techniques for use on an upcoming project. It's not much, but I thought it was kind of cool looking.
Mviewer can be seen here: https://www.artstation.com/artwork/r2eb2
I've been trying to focus on getting better at low poly asset creation and PBR texturing, so I took a gopro model I had lying around and ran it through the ringer. Although there are some aspects that could be better, I can definitely say I'm happy with the results and what I learned. Model was created in 3DS Max, textured in Quixel, and rendered in Marmoset Viewer. The tree was generated using photommerty scans created by David Licciolli: https://www.artstation.com/artwork/q6R3D
To see the mviewer file check out the link: https://www.artstation.com/artwork/ezDvD
I am available for hire.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Update to my little GoPro project. It was pretty cool learning how to make the LCD screen texture. I think I'm finally getting a hang of how PBR texturing works. Next is the clear casing protective casing and then whatever post work I need to do in Marmoset. Comments and critiques welcomed!
Hey guys! Quick update on the GoPro stuff. Low poly model is done and ready for unwrapping and texturing. Also found a method for the log, although the current model I have is way too high poly (7500 polys) so I'll need to spend some time refining the mesh to something significantly lower. I was considering having two map sets for this project to preserve resolution, but I would like a second opinion on this. One of them would be the hard shell case. It has a ton of little parts so I'm worried that I might lose too much quality if I try to stuff the GoPro geometry in there as well. Anyways, let me know what you guys think. C&C are welcomed!