tackface.blogspot.com tackface.blogspot.com

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Greg Frizzell Art

Sunday, March 29, 2015. Here are a few thumbnails and two of the final breakdown concepts for Nightmare Tide. Tuesday, January 20, 2015. Early visual prototype for what would eventually become Trove. I made this visual target that ended up getting scrapped for the game that eventually became Trove. Concept by Herman Ng. Character model by Brent Ladeau. Monday, March 11, 2013. Rift ********; Hammerknell Process. Maybe the most American model I have ever made:. Sunday, March 10, 2013. Exactly one month bef...

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Greg Frizzell Art | tackface.blogspot.com Reviews
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Sunday, March 29, 2015. Here are a few thumbnails and two of the final breakdown concepts for Nightmare Tide. Tuesday, January 20, 2015. Early visual prototype for what would eventually become Trove. I made this visual target that ended up getting scrapped for the game that eventually became Trove. Concept by Herman Ng. Character model by Brent Ladeau. Monday, March 11, 2013. Rift ********; Hammerknell Process. Maybe the most American model I have ever made:. Sunday, March 10, 2013. Exactly one month bef...
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rift porticulum concepts,posted by,nailmask,no comments,email this,blogthis,share to twitter,share to facebook,share to pinterest,implemented,implimented,ardent domain process,ardent domain,zone i can,final,caterpillar model,darkening deeps process
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Greg Frizzell Art | tackface.blogspot.com Reviews

https://tackface.blogspot.com

Sunday, March 29, 2015. Here are a few thumbnails and two of the final breakdown concepts for Nightmare Tide. Tuesday, January 20, 2015. Early visual prototype for what would eventually become Trove. I made this visual target that ended up getting scrapped for the game that eventually became Trove. Concept by Herman Ng. Character model by Brent Ladeau. Monday, March 11, 2013. Rift ********; Hammerknell Process. Maybe the most American model I have ever made:. Sunday, March 10, 2013. Exactly one month bef...

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tackface.blogspot.com tackface.blogspot.com
1

Greg Frizzell Art: Rift Porticulum Concepts

http://www.tackface.blogspot.com/2015/03/rift-porticulum-concepts.html

Sunday, March 29, 2015. Here are a few thumbnails and two of the final breakdown concepts for Nightmare Tide. Subscribe to: Post Comments (Atom). View my complete profile. Awesome Inc. template. Powered by Blogger.

2

Greg Frizzell Art: March 2012

http://www.tackface.blogspot.com/2012_03_01_archive.html

Wednesday, March 21, 2012. Rift: Hammerknell Art Room. Concept, models, textures (except for generic wall brick), lighting, done by me. Built entire environment kit-bashing three small goblin houses. Concept, world-building, lighting, texturing (except the houses) done by me. I was given a proxy layout and told to "make it happen". I modeled and textured the enormous rock environment. Waterfalls by the vfx dept. On of my regular tasks working on Rift is to create compelling sky domes:.

3

Greg Frizzell Art: December 2012

http://www.tackface.blogspot.com/2012_12_01_archive.html

Sunday, December 30, 2012. I am going to start posting work I've done on some personal projects here as well as updating my latest professional work. Hopefully this blog is going to be just as much a tool for me to organize my concepts and notes as it will be a supplement to my professional portfolio (nailmask.com). Here are some ideations of a hovercraft I'm trying to bring to life:. Wednesday, December 12, 2012. Rift Storm Legion Expansion work:. Subscribe to: Posts (Atom). View my complete profile.

4

Greg Frizzell Art: January 2015

http://www.tackface.blogspot.com/2015_01_01_archive.html

No posts. Show all posts. No posts. Show all posts. Subscribe to: Posts (Atom). This is a couple of screen grabs of the UE4 protot. I had a lot of fun working on Project Mercury.  He. Here are some vehicle designs I made for a cancel. View my complete profile. Awesome Inc. template. Powered by Blogger.

5

Greg Frizzell Art: March 2013

http://www.tackface.blogspot.com/2013_03_01_archive.html

Monday, March 11, 2013. Rift Dungeons; Hammerknell Process. Hammerknell was one of the best dungeons in Rift in my opinion. I had the privilege of designing and executing one of Hammerknell's chambers. I was given a LOT of freedom on this room and was basically just told to design a compelling room with statues. I wanted to make sure the room could showcase the statues well and still have a good sense of direction, guiding the player to reach the top tier and advance to the next chamber. Here are some of...

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Sunday, March 29, 2015. Here are a few thumbnails and two of the final breakdown concepts for Nightmare Tide. Tuesday, January 20, 2015. Early visual prototype for what would eventually become Trove. I made this visual target that ended up getting scrapped for the game that eventually became Trove. Concept by Herman Ng. Character model by Brent Ladeau. Monday, March 11, 2013. Rift Dungeons; Hammerknell Process. Maybe the most American model I have ever made:. Sunday, March 10, 2013. Exactly one month bef...

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