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George Sokol's Art Blog

Monday, June 6, 2016. Today the game that I have been working on for over 2 years was announced. Woot! Wednesday, June 18, 2014. Tiled Sculpts in ZBrush Using Offset SubTools. This is a quick description for how to tile SubTools in ZBrush. It comes in pretty handy for making tiling textures and offers a non-destructive way to make tiled sculpts without using 2.5D. Thursday, December 12, 2013. Saints Row IV: How the Saints Save Christmas. So now for the good stuff:. This is the courtyard near Santa's Work...

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George Sokol's Art Blog | georgesokol.blogspot.com Reviews
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Monday, June 6, 2016. Today the game that I have been working on for over 2 years was announced. Woot! Wednesday, June 18, 2014. Tiled Sculpts in ZBrush Using Offset SubTools. This is a quick description for how to tile SubTools in ZBrush. It comes in pretty handy for making tiling textures and offers a non-destructive way to make tiled sculpts without using 2.5D. Thursday, December 12, 2013. Saints Row IV: How the Saints Save Christmas. So now for the good stuff:. This is the courtyard near Santa's Work...
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George Sokol's Art Blog | georgesokol.blogspot.com Reviews

https://georgesokol.blogspot.com

Monday, June 6, 2016. Today the game that I have been working on for over 2 years was announced. Woot! Wednesday, June 18, 2014. Tiled Sculpts in ZBrush Using Offset SubTools. This is a quick description for how to tile SubTools in ZBrush. It comes in pretty handy for making tiling textures and offers a non-destructive way to make tiled sculpts without using 2.5D. Thursday, December 12, 2013. Saints Row IV: How the Saints Save Christmas. So now for the good stuff:. This is the courtyard near Santa's Work...

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georgesokol.blogspot.com georgesokol.blogspot.com
1

George Sokol's Art Blog: Another Mobile Environment for From Beneath

http://georgesokol.blogspot.com/2013/03/another-mobile-environment-for-from.html

Sunday, March 3, 2013. Another Mobile Environment for From Beneath. Just finished up another level for the mobile game I've been working on. I did not make the vehicles.they were provided for me, but they were each on a separate texture sheet, so I had to combine the textures and re-UV map them. The top 2 images are viewport screengrabs from Unity3d, the rest are screenshots from the game running on a Nexus 7 tablet. Subscribe to: Post Comments (Atom). An easy way to work with separate channels in a c.

2

George Sokol's Art Blog: June 2012

http://georgesokol.blogspot.com/2012_06_01_archive.html

Tuesday, June 26, 2012. Environment - Glacier Crash. Think I'm going to go say this one is finished. This is the first new environment I've added to my portfolio in over a year, and the beginning of a revamp of my work on there. I definitely feel like I've improved since then. This environment is based off a concept by Adam Brockbank. Displaced Icicles on the 3 chains and steps in this shot. Notice how none of the chains have the same icicle pattern. Tuesday, June 19, 2012. Sunday, June 3, 2012. Showing ...

3

George Sokol's Art Blog: An easy way to work with separate channels in a "combined texture"

http://georgesokol.blogspot.com/2013/03/pro-tip-easy-way-to-work-with-seperate.html

Wednesday, March 13, 2013. An easy way to work with separate channels in a "combined texture". Combined texture, Multitexture, RGB Texture, whatever you want to call it. I'm referring to the process in which multiple greyscale textures are in the red, green, and blue channels of a single image file. People have been doing this for a while, but lately it has been becoming an increasingly popular practice. If your not sure what I'm talking about,. Is a breakdown of his textures.). Next, we change the blend...

4

George Sokol's Art Blog: February 2013

http://georgesokol.blogspot.com/2013_02_01_archive.html

Saturday, February 23, 2013. From Beneath" Android game environments. I figured I'd throw up some images from a project I've been working on in my spare time for quite a while. I've been working on some environments for a 3rd person shooter/horror style Indie mobile game. Currently we are only focused on working with Android devices. Below are a few screenshots taken from a few levels of the game. Subscribe to: Posts (Atom). From Beneath Android game environments. View my complete profile.

5

George Sokol's Art Blog: Fully Functioning IMI Uzi

http://georgesokol.blogspot.com/2013/10/fully-functioning-imi-uzi.html

Tuesday, October 15, 2013. Fully Functioning IMI Uzi. This is a recently completed gun model that I did for a freelance gig. This was a unique experience, as the point wasn't to make a pretty game res gun, but to create every component with the intent to show how to dissemble and reassemble the weapon as well as demonstrate how the pieces interact during operation. Webplayer of fully assembled Uzi. Subscribe to: Post Comments (Atom). Fully Functioning IMI Uzi. Saints Row IV props. View my complete profile.

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George Sokol's Portfolio          SaintsRowIVSSC

http://www.georgesokol.com/saintsrowivssc.html

Saints Row IV: How the Saints Save Christmas.

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George Sokol's Portfolio          GlacierCrash

http://www.georgesokol.com/glaciercrash.html

Based off a concept for the first Tomb Raider movie by Adam Brockbank. The setting is a recently discovered World War 2 ship located in a glacial cave. For this project, I wanted to dig in to some of the DX11 features of UDK. I experimented a bit with tessellation and came up with a material that utilizes displacement to create vertex painted icicles. I describe the material a little more on my blog here. I also made a video tutorial describing how to make this material here.

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George Sokol's Portfolio          Resume

http://www.georgesokol.com/resume.html

George W. Sokol Jr. Champaign, IL 61820. High-Poly and Low-Poly modeling. Efficient UV mapping and texturing. In-depth understanding of real-time materials. Working in game engines (importing assets, optimization, lighting). Volition Champaign, IL 2/'13 - Present. Create art assets for AAA games. Complete assets quickly while maintaining quality level expected by the Art Director and Leads. Assisted the Environment, Cinematics, and VFX teams when they needed assets. Saints Row IV Saints Row IV DLC.

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George Sokol's Portfolio          SaintsRowIV

http://www.georgesokol.com/saintsrowiv.html

This page shows some of the props work I did on Saints Row IV. The alien styled props were modeled by me and UVed to pre-existing materials. All other props were modeled, UVed, and textured by me.

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George Sokol's Portfolio          JetBike

http://www.georgesokol.com/jetbike.html

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George Sokol's Portfolio          IMIUzi

http://www.georgesokol.com/imiuzi.html

Fully Functioning IMI Uzi. This is a weapon that I completed for a freelance job. This was a unique experience, as the point wasn't to make a pretty game-res gun, but to create every component with the intent to show how to disassemble and reassemble the weapon as well as demonstrate how the pieces interact during operation. A webplayer for the fully assembled weapon can be viewed here.

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George Sokol's Portfolio          Home

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George Sokol's Art Blog

Monday, June 6, 2016. Today the game that I have been working on for over 2 years was announced. Woot! Wednesday, June 18, 2014. Tiled Sculpts in ZBrush Using Offset SubTools. This is a quick description for how to tile SubTools in ZBrush. It comes in pretty handy for making tiling textures and offers a non-destructive way to make tiled sculpts without using 2.5D. Thursday, December 12, 2013. Saints Row IV: How the Saints Save Christmas. So now for the good stuff:. This is the courtyard near Santa's Work...

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George Sokol

Senior Environment Artist @ Volition. Agents of Mayhem - Riverbed. Agents of Mayhem - Roads. Agents of Mayhem - Materials. Saints Row IV: How the Saints Saved Christmas. Saints Row IV props. Fully Functioning IMI UZI.

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