Joseph Burgan gave a huge talk on his Zelda: Twilight Princess fanart scene Outside Link’s House: prop & tree production, various materials workflows, use of Megascans, struggles, experience with a Game Arts Institute Bootcamp and more. Introduction Hello. My name’s Joseph Burgan, and I grew up in a little town called Colne in Lancashire, England, but have been living in Utah, USA, with my family since 2009. I’m a music theory geek, a video game enthusiast, and I love to create 3D video game art. I currently work at Epic Games now as a Junior Environment Artist on a contract, which they’re treating as an internship since this is my first job in the industry. I live and breathe video games and their creation, and I’d be a happy man if I could work hard on video game art for the rest of my life! Path into…
Sam Delfanti talked about his UE4 scene inspired by God of War: the use of Megascans, material production, lighting & water. Introduction My name is Sam Delfanti and I am an Environment Artist from Marin County, California. I graduated from Pratt Institute in 2015 with a Bachelors in 3D Animation and am currently working as a 3D Generalist at Virtualitics in Pasadena California. At Virtualitics, I work creating Virtual Reality environments, props, and effects using Maya, Substance Painter, and Unity. The entirety of my career has been within the VR industry beginning back in 2017. I have worked for other companies such as Disney Interactive and 3D Live // AXO. Underneath Reference This scene started not like my most personal scenes I create as I had a strong concept from the beginning. I have always loved the works…
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