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FRANKVANDERWEL.BLOGSPOT.COM

Frank Vanderwel's Art Blog

Jul 28, 2015. Sci Fi Race Cars. Here's my latest project, original design by me. These were created to practice hard surface modeling and texturing workflows. All images are real-time screenshots inside of UE4. Working with the Substance suite let me quickly generate unique texture variations on the car. Tri count is 30k per car, textured with 4k maps (albedo, roughness, metallic, normal, emissive). Jul 14, 2015. Futuristic race car concept model. Jul 8, 2015. Sci Fi Gun Textured/Realtime. Jul 1, 2015.

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Frank Vanderwel's Art Blog | frankvanderwel.blogspot.com Reviews
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Jul 28, 2015. Sci Fi Race Cars. Here's my latest project, original design by me. These were created to practice hard surface modeling and texturing workflows. All images are real-time screenshots inside of UE4. Working with the Substance suite let me quickly generate unique texture variations on the car. Tri count is 30k per car, textured with 4k maps (albedo, roughness, metallic, normal, emissive). Jul 14, 2015. Futuristic race car concept model. Jul 8, 2015. Sci Fi Gun Textured/Realtime. Jul 1, 2015.
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Frank Vanderwel's Art Blog | frankvanderwel.blogspot.com Reviews

https://frankvanderwel.blogspot.com

Jul 28, 2015. Sci Fi Race Cars. Here's my latest project, original design by me. These were created to practice hard surface modeling and texturing workflows. All images are real-time screenshots inside of UE4. Working with the Substance suite let me quickly generate unique texture variations on the car. Tri count is 30k per car, textured with 4k maps (albedo, roughness, metallic, normal, emissive). Jul 14, 2015. Futuristic race car concept model. Jul 8, 2015. Sci Fi Gun Textured/Realtime. Jul 1, 2015.

INTERNAL PAGES

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1

Frank Vanderwel's Art Blog: River Scene Process Art

http://www.frankvanderwel.blogspot.com/2015/05/river-scene-process-art.html

May 9, 2015. River Scene Process Art. I wanted to do a follow up on my last post to share some of the art that I created in the process of making the final river scene. After the images I go into a description of some of the techniques that I used. Cheers! So since it's such a lengthy process to model and texture everything, I planned out the scene first with rough thumbnails, and then a quick concept to establish the general mood of the scene. June 21, 2015 at 1:23 PM. Subscribe to: Post Comments (Atom).

2

Frank Vanderwel's Art Blog: Scifi Gun Turnaround

http://www.frankvanderwel.blogspot.com/2015/07/sci-fi-gun-turnaround.html

Jul 1, 2015. A scifi gun that I modeled for Polycount's Noob challenge this month. This is only the HP so far, I'll be posting the textured LP in a couple days. Subscribe to: Post Comments (Atom). Redmond, Washington, United States. Welcome to my page! View my complete profile. World of Level Design.

3

Frank Vanderwel's Art Blog: Unreal Engine 4 River Scene

http://www.frankvanderwel.blogspot.com/2015/05/unreal-engine-4-river-scene.html

May 7, 2015. Unreal Engine 4 River Scene. I started playing around with Unreal Engine 4 a few months ago, and I finally created my first finished scene with it. Everything in the scene was created by me using UE4, Blender, and the Quixel Suite, plus a small amount of ZBrush for the tree bark texture, although most sculpting was also done within Blender (gotta love Dyntopo! Had a blast really pushing my abilities, and I can't wait to start on my next scene and make it even better! Welcome to my page!

4

Frank Vanderwel's Art Blog: Sci Fi Race Cars

http://www.frankvanderwel.blogspot.com/2015/07/sci-fi-race-cars.html

Jul 28, 2015. Sci Fi Race Cars. Here's my latest project, original design by me. These were created to practice hard surface modeling and texturing workflows. All images are real-time screenshots inside of UE4. Working with the Substance suite let me quickly generate unique texture variations on the car. Tri count is 30k per car, textured with 4k maps (albedo, roughness, metallic, normal, emissive). Subscribe to: Post Comments (Atom). Redmond, Washington, United States. Welcome to my page!

5

Frank Vanderwel's Art Blog: Sci Fi Gun Textured/Realtime

http://www.frankvanderwel.blogspot.com/2015/07/sci-fi-gun-texturedrealtime.html

Jul 8, 2015. Sci Fi Gun Textured/Realtime. Finally textured this up, check it out! Subscribe to: Post Comments (Atom). Redmond, Washington, United States. Welcome to my page! I'm a Senior 3D Environment Artist, currently working at Microsoft on the Hololens Experience Team. Previously I worked at Zynga and HitGrab Games. This blog is where I post my latest artwork, discoveries, and anything else related to art and games. Enjoy! View my complete profile. World of Level Design.

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andrewperez15.wordpress.com andrewperez15.wordpress.com

Liara | Andrew Perez

https://andrewperez15.wordpress.com/2013/04/23/liara

I just recently finished Mass Effect 3. what a great game! I never really liked Liara but I slowly became fond of her. mainly because I really liked her bionic powers. And I’d equip her with this pistol that shoots bullets that stick onto enemies and explode. I accidentally chose her as the romantic partner for sheppard so I was pretty much stuck with her the whole game. I hated the decision and wish she would stop being so gushy around me. Spoilers from here on. Leave a Reply Cancel reply. Notify me of ...

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sunshine1.jpg | Andrew Perez

https://andrewperez15.wordpress.com/2013/04/09/sunshine1-jpg

Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:. Address never made public). You are commenting using your WordPress.com account. ( Log Out. You are commenting using your Twitter account. ( Log Out. You are commenting using your Facebook account. ( Log Out. You are commenting using your Google account. ( Log Out. Notify me of new comments via email. Next post →. Create a free website or blog at WordPress.com.

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habitual something something: Some Brotoss

http://eltonlo.blogspot.com/2013/07/some-brotoss.html

Sunday, July 28, 2013. Subscribe to: Post Comments (Atom). Toronto, Ontario, Canada. Freelance visual development and design artist. Contact me at: elowerk@gmail.com. View my complete profile. All content © 2013 Elton Lo. Simple template. Powered by Blogger.

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Nathan Jamieson: January 2010

http://nathanjamieson.blogspot.com/2010_01_01_archive.html

Saturday, January 16, 2010. Saturday, January 9, 2010. My father climbed into this huge tree on our front yard with his SLR camera. I guess he enjoyed my rendition of him. I am about six years old in this photo. Subscribe to: Posts (Atom). London, Ontario, Canada. I am a recent grad of the Sheridan Classical Animation program. I enjoy animating and making music. View my complete profile. This is the first short I animated using over a . My father climbed into this huge tree on our front.

nathanjamieson.blogspot.com nathanjamieson.blogspot.com

Nathan Jamieson: August 2012

http://nathanjamieson.blogspot.com/2012_08_01_archive.html

Sunday, August 5, 2012. For the past few months I have been animating for Big Jump Production in Ottawa Ontario on a new and hilarious show called "Brickleberry". Here is a teaser for those who are interested. Subscribe to: Posts (Atom). London, Ontario, Canada. I am a recent grad of the Sheridan Classical Animation program. I enjoy animating and making music. View my complete profile. For the past few months I have be. Watermark template. Powered by Blogger.

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Nathan Jamieson: Water Color Monsters

http://nathanjamieson.blogspot.com/2013/02/water-color-monsters.html

Tuesday, February 19, 2013. February 20, 2013 at 3:13 PM. February 21, 2013 at 6:48 PM. March 14, 2014 at 11:08 AM. Subscribe to: Post Comments (Atom). London, Ontario, Canada. I am a recent grad of the Sheridan Classical Animation program. I enjoy animating and making music. View my complete profile. Watermark template. Powered by Blogger.

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Nathan Jamieson: February 2009

http://nathanjamieson.blogspot.com/2009_02_01_archive.html

Friday, February 13, 2009. I am on a poster frezy! It's so fun to do and its a great way for lots of people to see your work. Definitely something i am gonna to keep on doing. This peice took me about three days to finish, i can only get faster from here. Friday, February 6, 2009. I know this post is not really related to animation but i thought some of you might get a kick out of this flyer. I designed this flyer for some friends of mine. I want to do more band flyers/posters cause i love!

nathanjamieson.blogspot.com nathanjamieson.blogspot.com

Nathan Jamieson: London Food Not Bombs, Labour of Love

http://nathanjamieson.blogspot.com/2011/11/london-food-not-bombs-labour-of-love.html

Friday, November 25, 2011. London Food Not Bombs, Labour of Love. This is a poster that I designed for Food Not Bombs. You can read an article about the London FNBs movement Here. Also check out the main FNB Website. Its nice to see you up dating your blog more! November 26, 2011 at 4:12 PM. November 28, 2011 at 4:29 PM. I used to work there! Not in london though. November 30, 2011 at 10:52 AM. Subscribe to: Post Comments (Atom). London, Ontario, Canada. View my complete profile.

eltonlo.blogspot.com eltonlo.blogspot.com

habitual something something: Some late night

http://eltonlo.blogspot.com/2013/07/some-late-night.html

Monday, July 22, 2013. Subscribe to: Post Comments (Atom). Toronto, Ontario, Canada. Freelance visual development and design artist. Contact me at: elowerk@gmail.com. View my complete profile. All content © 2013 Elton Lo. Simple template. Powered by Blogger.

eltonlo.blogspot.com eltonlo.blogspot.com

habitual something something

http://eltonlo.blogspot.com/2013/11/moving-on.html

Friday, November 15, 2013. Subscribe to: Post Comments (Atom). Toronto, Ontario, Canada. Freelance visual development and design artist. Contact me at: elowerk@gmail.com. View my complete profile. All content © 2013 Elton Lo. Simple template. Powered by Blogger.

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Frank Vanderwel's Art Blog

Jul 28, 2015. Sci Fi Race Cars. Here's my latest project, original design by me. These were created to practice hard surface modeling and texturing workflows. All images are real-time screenshots inside of UE4. Working with the Substance suite let me quickly generate unique texture variations on the car. Tri count is 30k per car, textured with 4k maps (albedo, roughness, metallic, normal, emissive). Jul 14, 2015. Futuristic race car concept model. Jul 8, 2015. Sci Fi Gun Textured/Realtime. Jul 1, 2015.

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Frank Vanderwel

Senior 3D Environment Artist. 3D Modelling and Texturing. Displayed in UE4, 4k texture maps (albedo, normal, roughness, metallic, emissive), 30k tris per car, designed by me in 3D without concept art. Base textures were baked in Substance Designer. Texture variations took approximately 15-30 minutes each within Substance Painter. Based on Sci-Fi Gun concept by Matthew Harris. UE4 River Environment study, I created everything in the scene (models, textures, shaders, layout). Senior 3D Environment Artist.

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