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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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George Sokol | georgesokol.com Reviews
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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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George Sokol | georgesokol.com Reviews

https://georgesokol.com

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.

INTERNAL PAGES

georgesokol.com georgesokol.com
1

George Sokol's Portfolio          SaintsRowIVSSC

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

Saints Row IV: How the Saints Save Christmas.

2

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.

3

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.

4

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.

5

George Sokol's Portfolio          JetBike

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

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georgesokol.blogspot.com 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 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 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 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 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 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 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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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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