Flisijn

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Flisijn
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ArtStation - The Concerned General Images, Ryan-John Keates

This image portrays a military general struggling with the weight of his post. The lighting was inspired by artists like Rembrandt and is intended to have a painterly appearance. The character itself is based off the game "The Order which

https://www.facebook.com/Jaehoonart/ One of my tasks, was creating Rafe Adler. He is one of the main characters, and he has an important role making a part of Uncharted 4's  great adventure story along with the other characters.  It was an honor to work on him and I would love to share the result with you all! Hope you guys enjoy this!  "Last I checked, we're all a bunch of thieves, digging around where we shouldn't." — Rafe Adler

https://www.facebook.com/Jaehoonart/ One of my tasks, was creating Rafe Adler. He is one of the main characters, and he has an important role making a part of Uncharted 4's great adventure story along with the other characters. It was an honor to work on him and I would love to share the result with you all! Hope you guys enjoy this! "Last I checked, we're all a bunch of thieves, digging around where we shouldn't." — Rafe Adler

Here some closeup details of the skin on main characters. Using 4k high-res capture.   Real-time rendered in game. Using Disney Diffuse model, GGX Brdf model and Screen Space Subsurface. The last pictures are the micro details maps we are using for different regions of the face.  Models of the characters showing in the post are done by talent Character team. Frank Tzeng worked on the model of Drake, Soa Lee worked on Elena.  For more details, I gave a talk at Siggraph this year July 2016…

Here some closeup details of the skin on main characters. Using high-res capture. Real-time rendered in game. Using Disney Diffuse model, GGX Brdf model and Screen Space Subsurface. The last pictures are the micro details maps we are using for

Here some closeup details of the skin on main characters. Using 4k high-res capture.   Real-time rendered in game. Using Disney Diffuse model, GGX Brdf model and Screen Space Subsurface. The last pictures are the micro details maps we are using for different regions of the face.  Models of the characters showing in the post are done by talent Character team. Frank Tzeng worked on the model of Drake, Soa Lee worked on Elena.  For more details, I gave a talk at Siggraph this year July 2016…

Here some closeup details of the skin on main characters. Using high-res capture. Real-time rendered in game. Using Disney Diffuse model, GGX Brdf model and Screen Space Subsurface. The last pictures are the micro details maps we are using for

Here some closeup details of the skin on main characters. Using 4k high-res capture.   Real-time rendered in game. Using Disney Diffuse model, GGX Brdf model and Screen Space Subsurface. The last pictures are the micro details maps we are using for different regions of the face.  Models of the characters showing in the post are done by talent Character team. Frank Tzeng worked on the model of Drake, Soa Lee worked on Elena.  For more details, I gave a talk at Siggraph this year July 2016…

Here some closeup details of the skin on main characters. Using high-res capture. Real-time rendered in game. Using Disney Diffuse model, GGX Brdf model and Screen Space Subsurface. The last pictures are the micro details maps we are using for

Here some closeup details of the skin on main characters. Using 4k high-res capture.   Real-time rendered in game. Using Disney Diffuse model, GGX Brdf model and Screen Space Subsurface. The last pictures are the micro details maps we are using for different regions of the face.  Models of the characters showing in the post are done by talent Character team. Frank Tzeng worked on the model of Drake, Soa Lee worked on Elena.  If you guys want to know more details, I will give a talk at…

Here some closeup details of the skin on main characters. Using high-res capture. Real-time rendered in game. Using Disney Diffuse model, GGX Brdf model and Screen Space Subsurface. The last pictures are the micro details maps we are using for

yibing-jiang-yibing-jiang-highres-134215392201605-130456.jpg (1920×2268)

Here some closeup details of the skin on main characters. Using high-res capture. Real-time rendered in game. Using Disney Diffuse model, GGX Brdf model and Screen Space Subsurface. The last pictures are the micro details maps we are using for