Kalashnikov PRK light machine gun, modular modification to meet operational needs in space
Boundary Steam link://store.steampowered.com/app/1364020/Boundary/
Designed - Baka_Akari
High Poly Model - Baka_Akari
Texturing/Materials - Baka_Akari
Approved Game Model - Baka_Akari
Non-destructive design workflow
I did some early visual development sketches for World of Warcraft - Shadowlands at the end of 2018. The goal was to explore the visual possibilities for the "zone of order" and the "zone of chaos," which later evolved into Bastion and Maldraxxus.
Happy that i got a chance to paint Xayah <3
Thank you so much to the Art Directors for the very useful tips and feedback!
In Collaboration with Riot Games
Client: Riot Games
Riot Games AD: Jessica Oyhenart
West Studio AD: Mingchen Shen and David Villegas
Final Polish: League Splash Team
Final version I sent
Final ingame version
I was very fortunate to have the opportunity to work on some of the traps for the Steam release of Orc Must Die! 3. For the Boom Barrel Dispenser trap, I was responsible for creating the blockout mesh, high poly sculpt, UVs, textures, and in-game model.
Hello everyone, this project was made in one month completly without full time on, On this project i wanted search a procedural approch for paint the vegetation proceduraly by layer, (Grass, Pine, Moss, Gravel) with +70 fps
A breakdown with the landscape material & river ripple going to be done,
All vegetation/tree was created on speedtree with simple billboard for small vegetation & tree using impostor octahedral for a better transition, all is creat by myself except stump tree that I took from quixel libraries.
Inspirated by the work of : Jonjo Hemmens & Mawi