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

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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.
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.
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

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Project based on the word "Chivalry."
Got a lot of awesome feedback for this piece and decided to make the changes to it. It took a lot of learning and trail & error, but I can proudly say this one is done. Thanks everyone who helped. On to the next!
Check out my Artstation page to see the model in Marmoset: https://www.artstation.com/artwork/4lRD1
Part of a fun little animation I did with the Multimedia team of Softway Solutions. Character was designed to viewed mostly from the front and would switch his facial features around when turning.
Smith and Wesson Model 60. Modeled in 3ds Max and textured Quixel Suite 2.0.