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Wolfenstein (multi-player) (XBo x 360, PS 3 , PC) Much of what I did on Wolfenstein was cleanup and more technical related work within the engine tech: such as creation of shaders, scripts, skins, setting up weapons, creating character blood skins and textures, etc. and some world optimisation, as much of the work was already provided by Raven. There was some character work which I unfortunately don't have and other work that was removed as the game went through various changes.
Awesome cinematography Digital artist by Feb 8
oops, you shouldnt be here my blog has moved to http://tomparkersartdump.wordpress.com/
Hi,sorry for my bad English,this is a game model,i use 3dsmax,photoshop,zbrush create the concept and model , use 3dsmax scanline to render the Completed image^_^ high poly model low poly model completed image map concept
Hired from the mod scene into 3D Realms , I was all a-jig with the thought of working on DNF, arguably the most anticipated Unreal Engine game of it's time. So a-jig was I, there was even an interview with Stomped.
I helped to develop our company's particle effects editor by giving design specs, feedback, bug testing, etc. You can see examples of my particle effects in my particle effects demo reel. Particle Effects Demo Reel (34.4 MB WMV)
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I recently ran into a stunning portfolio of art by Jeremy Enecio , a Phillipines born illustrator who migrated to the US when he was four. His work is absolutely beautiful, and even when he works digitally his work retains an incredibly painterly feel.
Blog reader Christoph Heuer visited an exhibition of paintings from the Düsseldorf Academy that recently closed at the Museum Kunstpalast in Düsseldorf, Germany.