MADE WITH:
AUTODESK MAYA
SUBSTANCE PAINTER
​
I wantet do try and create fantasy characters in 3D, and rather than creating one of my own and sketching those, I used a reference picture from internet, something I could try and re- create in 3D. I used this picture of a mage from the artist "Sephiroth-Art" on Deviantart. The only thing I did here was re-creating this picture in 3D and texturing this in Substance Painter.
After I was done with this, I continued playing with some new techniques I recently learned, and tried to give it a cartoonish look to it.
MADE WITH:
AUTODESK MAYA
SUBSTANCE PAINTER
​
I wantet do try and create fantasy characters in 3D, and rather than creating one of my own and sketching those, I used a reference picture from internet, something I could try and re- create in 3D. I used this picture of a mage from the artist "Sephiroth-Art" on Deviantart. The only thing I did here was re-creating this picture in 3D and texturing this in Substance Painter.
After I was done with this, I continued playing with some new techniques I recently learned, and tried to give it a cartoonish look to it.
MADE WITH:
Autodesk Maya
Unreal Engine
Substance Painter
​
I always liked the look and architecture of the medieval age, and even more of the Victorian age. I liked them in games, too, and combined this with a low poly harbor in the style of the story- driven game, HERALD.
This scene contains two different houses that are reused constantly with only a change in the tint of the textures, and this entire scene is completed with moving dynamic water, the ship that slowly moves on the water and smoke that was coming from the chimney. The tint of the entire scene is warm and it has dynamic lightning and minimal shadow to give a cartoonish and low poly feeling to it.
MADE WITH:
Autodesk Maya
Unreal Engine
Substance Painter
​
I always liked the look and architecture of the medieval age, and even more of the Victorian age. I liked them in games, too, and combined this with a low poly harbor in the style of the story- driven game, HERALD.
This scene contains two different houses that are reused constantly with only a change in the tint of the textures, and this entire scene is completed with moving dynamic water, the ship that slowly moves on the water and smoke that was coming from the chimney. The tint of the entire scene is warm and it has dynamic lightning and minimal shadow to give a cartoonish and low poly feeling to it.
MADE WITH:
Autodesk Maya
Unreal Engine
Substance Painter
​
I always liked the look and architecture of the medieval age, and even more of the Victorian age. I liked them in games, too, and combined this with a low poly harbor in the style of the story- driven game, HERALD.
This scene contains two different houses that are reused constantly with only a change in the tint of the textures, and this entire scene is completed with moving dynamic water, the ship that slowly moves on the water and smoke that was coming from the chimney. The tint of the entire scene is warm and it has dynamic lightning and minimal shadow to give a cartoonish and low poly feeling to it.
MADE WITH:
Autodesk Maya
Unreal Engine
Substance Painter
​
I always liked the look and architecture of the medieval age, and even more of the Victorian age. I liked them in games, too, and combined this with a low poly harbor in the style of the story- driven game, HERALD.
This scene contains two different houses that are reused constantly with only a change in the tint of the textures, and this entire scene is completed with moving dynamic water, the ship that slowly moves on the water and smoke that was coming from the chimney. The tint of the entire scene is warm and it has dynamic lightning and minimal shadow to give a cartoonish and low poly feeling to it.
MADE WITH:
Autodesk Maya
Unreal Engine
Substance Painter
​
I always liked the look and architecture of the medieval age, and even more of the Victorian age. I liked them in games, too, and combined this with a low poly harbor in the style of the story- driven game, HERALD.
This scene contains two different houses that are reused constantly with only a change in the tint of the textures, and this entire scene is completed with moving dynamic water, the ship that slowly moves on the water and smoke that was coming from the chimney. The tint of the entire scene is warm and it has dynamic lightning and minimal shadow to give a cartoonish and low poly feeling to it.
A speed modelling assigment at school, where we needed to speed model the table that our teacher set up for us. We did it under 4 hours in-class.