Some rough concept art I've been working on in my free time. Not very happy with the composition, but I like the direction this creature is going in, I might pick that concept up for some creature designs at some point.
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Some rough concept art I've been working on in my free time. Not very happy with the composition, but I like the direction this creature is going in, I might pick that concept up for some creature designs at some point.

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A small asset I made to explore a new stylized metal material workflow.
A sky background concept I made that was later scrapped. I’m not sure how much I’m allowed to reveal about the project I made this for, so I’ll leave it at that.
Turnaround of a Highpoly weapon. I made this one mostly for fun. It was a good exercise for hard surface modeling. I’d like to texture it at some point, see it come to life. Maybe make it a game asset too.
A sort of quick digital painting I made based on a character concept that came to be during concept art classes at university.

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WIP Work in progress of some Realtime assets I have been working on. Rendered in the Blender internal GLSL realtime render engine. Eventually I want to bring these assets into Unreal Engine 4, or Eevee (if that’s released soon-ish).
I started working on yet another game (This one is a smaller project, just to keep my own sanity, we’re just a team of two). I’ll be taking over most of the art for this project. These are some assets I’ve worked on in the past week. I’ve set them up in a small scene to give them some life. We’ll be working with Dynamic snow, where a highly subdivided mesh is wrapped around terrain objects (each vertex height is calculated with a raycast from the sky). This will allow us to dynamically change said mesh and generate realtime and real 3D footprints for example. The style of the art in the game is probably best described by looking at the picture above, but essentially we’ll be going for a stylized world with a magical feel to it. Our objects are rather low-poly and the textures are all digitally hand painted to avoid too high amounts of detail, which would clutter the picture. This picture was assembled in the Blender Game engine, but we’ll be working with Urho3D for the actual build itself.
Been learning some Substance Designer, such a cool software!