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Laurens Corijn Portfolio

Laurens Corijn Portfolio

Gallery Gallery / Resume / Links eat 3d contest wip Back to top © Michael Vicente / Orb Dan Roarty - Character Artist Create a Spaceship Corridor – Part 2 of 2 Watch Part 1 here In this tutorial you will discover how to: UV Unwrap complex objectsApply realistic materials using CyclesCreate a custom decal using GIMP In Part 1 we completed the modelling, so now it’s time to get it rendered… Final Result Download the Finished .blend Textures Resources Text Summary Step 1 - UV Unwrap the main corridor Step 2 – Apply the MetalBase0122 texture. Step 3 – UV unwrap the pipes and apply the RustLeak0038 texture. Step 4 – UV unwrap the space panels using project from view, apply the same grunge texture as corridor. Step 5 – Apply a material to the main corridor using this node setup. Step 6 – Apply lighting to the walls and under floor. Step 7 – Add a material to the pipes using this node setup. Step 8 – Add simple plastic materials to space panel parts, and all other minor objects in scene. Step 9 – UV Unwrap the bay door and texture with MetalScratches0022. Step 10 – Create a UV texture for the bay door using GIMP. Finished! Related Tutorials Love sci-fi?

3Point Studios Game Art Outsourcing Portfolio 3Point Shader 3ptools weapons vehicles Portfolio weapons Cameron Kerby : 3D Artist : Portfolio Cameron Kerby Copyright 2013 Andy Davies - 3D/Environment Artist Andy Davies - 3D/Environment Artist PortfolioCV/RésuméContactExtra Ben Mathis - Freelance Artist Clément Melendez - Level Designer - Portfolio Role: Pre-production: I prototyped gameplay mechanics and missions for a few months, then was put in charge of the Vertical Slice level. Production: I designed the 6th level in the game, York (labelled PAX ROMANA), from beginning to end. This involved the usual: documentation, block-out, asset placement, AI scripting, scripted events, mark-up, bug-fixing, optimization, balancing, etc. I was also the owner of the LD scripting tools (creation of modules, requests for tools, maintenance of the editor). Description: The game tells the story of Marius Titus who witnesses the murder of his family at the hands of barbarians. Challenges: Many factors made this project challenging: new IP, launch title for a new console, new team, new genre for the company... More than anything, I learnt how to balance communication, level-design tasks, documentation, and associated tasks such as maintaining the editor tools, training newcomers, reproducing bugs, creating test-maps for programmers, etc.

Resume | stevenrenner Steven Renner Professional Profile Level Designer / Lighting and Render Artist with 2 years experience while a student at the International Academy of Design and Technology On-Line. Relevant Experience Design Created high-quality Flash designs.Project ManagementCollaborated with team of fellow student in the development of Flash based game.DocumentationDrafted documents for internal team meetings.Created high-quality 3D game in the Unreal Game EngineCreated high-quality assets and 3D models in Autodesk Maya and 3D studios MaxCreated high-quality Textures in Adobe Photo ShopCreated high-quality lighting and renders in Autodesk Maya Education 2012 International Academy of Design & Technology On-Line – Tampa, Florida, United States BFA Video Game Production 2013 - Present Full Sail University Online – Winter Park, Florida, United States MFA Media Design Like this: Like Loading...

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