georgesokol.blogspot.com
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.
georgesokol.blogspot.com
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 ...
georgesokol.blogspot.com
George Sokol's Art Blog: December 2012
http://georgesokol.blogspot.com/2012_12_01_archive.html
Sunday, December 2, 2012. Another quick scifi prop - Superspindle. Another Scifi Prop here.supposed to be a more beefy version of the powerspindle I posted recently. I started this very early this morning and finished it up in the same night. For the normal map, only large forms were baked, the rest was all done with nDo2. Subscribe to: Posts (Atom). Another quick scifi prop - Superspindle. Im an environment/vehicle artist that is always looking to improve, learn, and make awesome stuff.
georgesokol.blogspot.com
George Sokol's Art Blog: Saints Row IV: How the Saints Save Christmas
http://georgesokol.blogspot.com/2013/12/saints-row-iv-how-saints-save-christmas.html
Thursday, December 12, 2013. Saints Row IV: How the Saints Save Christmas. I'm soooo excited that this DLC is finally out so I can show some screenshots! On Saints Row IV, I pretty much only worked on props, but I got to take a stab at working with the Environments team for this one. We all had a lot of fun on this DLC pack, and it was an incredible learning experience for me. So now for the good stuff:. This is the entrance to the North Pole Village. One of the sideroads in the North Pole Village. View ...
georgesokol.blogspot.com
George Sokol's Art Blog: May 2012
http://georgesokol.blogspot.com/2012_05_01_archive.html
Monday, May 7, 2012. Heres a few icicle sculpts I made over the weekend for the environment I'm currently making. For the clusters of icicles, I gave dynamesh a try. Definitely quicker to just sculpt the geo than to model it, felt very fluid. Subscribe to: Posts (Atom). Im an environment/vehicle artist that is always looking to improve, learn, and make awesome stuff. View my complete profile. Awesome Inc. template. Powered by Blogger.
georgesokol.blogspot.com
George Sokol's Art Blog: Tiled Sculpts in ZBrush Using Offset SubTools
http://georgesokol.blogspot.com/2014/06/tiled-sculpts-in-zbrush-using-offset.html
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. September 25, 2014 at 11:52 AM. I just stumbled across your blog! Ill be following ya! October 13, 2014 at 7:00 AM. Subscribe to: Post Comments (Atom). Tiled Sculpts in ZBrush Using Offset SubTools. View my complete profile.
georgesokol.blogspot.com
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...
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