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Mossy Ground, Max Golosiy on ArtStation at https://www.artstation.com/artwork/rZgKE

procedurally generated in Substance Designer leaves modeled in zbrush and imported as height maps

Uncharted 3 – Caravan  This is a collection of work I did for the Caravan level in Uncharted 3 Drakes Deception as an Environment Artist.  All modeling and scene assembly done by myself (Anthony Vaccaro)  Shaders/Textures by Brad Smith, Lighting by Steve Cummings/Dave Witters, Particles by Keith Guerrette/Iki Ikram. – Artwork by Anthony Vaccaro  Game Developer – © Naughty Dog

Hey all, I updated my website and finally got some of the work I did for Uncharted 3 Drakes Deception up there.

A collection of various rocks I made using Zbrush and Substance Designer. Height maps generated from sculpts I made in Zbrush and fed into the same graph. Not all of these materials made it into the final game, it's more of a demo of the substance graph I made to .generate micro-detail and maps for rock materials using a height map.

A collection of various rocks I made using Zbrush and Substance Designer. Height maps generated from sculpts I made in Zbrush and fed into the same graph. Not all of these materials made it into the final game, it's more of a demo of the substance

I'm very proud to have been able to work on Uncharted 4 from the beginning look development stages, to the final release. I was responsible for modeling, asset placement, scene composition and assembly. Here are a some examples of environments I contributed to alongside the amazing team at Naughty Dog.

I'm very proud to have been able to work on Uncharted 4 from the beginning look development stages, to the final release. Here are a some examples of environments I contributed to alongside the amazing team at Naughty Dog.

ArtStation - Uncharted 4 : 마다가스카르, Gabe Betancourt

Uncharted 4 : Madagascar, Gabe Betancourt on ArtStation at…

ArtStation - Uncharted 4: City Chase Materials, Rogelio Olguin

These are some of the materials I created in Zbrush and Substance Designer that were used for City Chase. City Chase was a level I was assigned early as the texture artist with Zachery Oliver (modeler), and Scott Greenway (lighter).

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