Tuesday, August 14, 2018
Tuesday, February 14, 2017
Wednesday, September 21, 2016
Saturday, February 7, 2015
Thursday, November 6, 2014
Primordial Landscape
Labels:
3d,
cg,
DX11,
environment,
epic,
game,
landscape,
real time,
realtime,
rock,
Ryan Watkins,
Sci fi,
skybox,
UDK,
unreal,
unreal 4
Monday, September 22, 2014
Thursday, September 4, 2014
Volcanic landscape
Labels:
3d,
cg,
DX11,
environment,
epic,
game,
landscape,
real time,
realtime,
Ryan Watkins,
Sci fi,
skybox,
tessellation,
unreal,
unreal 4
Monday, July 28, 2014
Wednesday, July 23, 2014
Monday, July 7, 2014
Sunday, July 6, 2014
Volcanic Skybox
Volcanic landscape work in progress, inspired by a trip to Iceland. Created using Zbrush, World Machine and rendered in realtime with Unreal 4
Labels:
desplacement,
DX11,
game,
landscape,
real time,
realtime,
rock,
Ryan Watkins,
skybox,
tessellation,
UDK,
unreal,
unreal 4
Thursday, May 22, 2014
Tuesday, May 13, 2014
Modular Rock Work
Labels:
displacement,
DX11,
game,
landscape,
real time,
realtime,
rock,
Ryan Watkins,
skybox,
tessellation,
UDK,
unreal,
unreal 4
Wednesday, April 16, 2014
Game Environment using Unreal Engine 4
Realtime environment, rocks created using Photosculpt and Zbrush. Landscape created with World Machine. Rendering in realtime with Unreal Engine 4.
Labels:
displacement,
DX11,
game,
landscape,
real time,
realtime,
rock,
Ryan Watkins,
skybox,
tessellation,
UDK,
unreal,
unreal 4
Tuesday, April 15, 2014
Realtime game assets
Realtime game assets. Modeled with Photosculpt and ZBrush. Rendering in Marmoset with tessellation and displacement
Tuesday, February 4, 2014
Thursday, December 26, 2013
Realtime Rendering
Material and Texture test. I took photos of rock surfaces at different angles and used Photosculpt to extract normal and height information. Rendered in realtime using Maroset
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