3D Environment Artist: Wiktor Öhman Environment created in Unreal Engine 4 and textured using Quixel Suite. Wiktor Öhman has worked at two game studios- Star Vault, where he worked as an environment artist on the MMORPG Mortal Online, and at Ubisoft Massive, where he worked as a Junior 3D Artist on the Multiplayer section of Far Cry 3. Currently he is working at Quixel as an Art Lead. I was immediately captivated by the amount of detail and realistic textures in his work, everything is just so beautifully laid out. His entire portfolio is extremely impressive and he even provides work-in-progress images or videos to show how he goes about creating objects or environments. (Wiktor Öhman Portfolio)
I found an article where Wiktor Öhman talks more about the game and the VR experience. He talks a lot about how he wants players to feel immersed in the world around them and 'hopes to deliver a strong sensory experience' to the player. He also talks about 'pushing the graphical frontier in VR gaming'- how a player can actually interact with the 3D environment they are in which gives access to the players senses and really makes them feel emotions. Article: Quixel’s Lead Artist on the intensity of Homebound It's actually very interesting the possibilities VR offers not only for gamers but 3D artists and how they can create environments for people to actually explore and experience.
Even though he mainly uses Quixel tools I did however manage to find a piece of work he modelled in Maya, which is just as equally impressive! 3D Character Artist: Steve Jubinville Steve Jubinville has worked on games such as Fallout New Vegas (2010), FarCry 4 (2014), Assassin's Creed Brotherhood, Elder Scrolls Online (2012) and many more. He's also worked on a lot of movies like Warcraft (2016) and Jurassic World (2015). The list of work he has done is fairly impressive! All the work he has done can be seen here. Portfolio can be seen here Steve Jubinville CG Artist
Warcraft (2016) He modelled several versions of orcs, built the Draienei, male and female and Guldan Costume and also modelled the Griffon Working on Jurassic World (2015) was one of the best experiences for him. Falling in love with the 1993, Jurassic Park movie to then be promoted to work on the sequel was an incredible feeling for him- he got to work with Geoff Campbell, Creature Model Supervisor for the show. The work he did on the dinosaurs for Jurrasic Park was similar to the work he did for the intro of Transformers 4 (2014). He modelled creatures like, the Indominus Rex (he created the hybrid design), the T-Rex, the Apatosaurus, the Baby Apatosaurus, the Pteranodon and also helped make the Raptor base mesh. Additionally he built almost all the dinosaur muscle system for the simulation and almost all shape library and PSD shape. He also helped the environment team with the Aviary build! Images from http://www.stevejubinville.com/ and CG Feedback Cars (2006) Carlos worked at Pixar Animation Studios from 2002 until 2012 and currently works at Paramount Pictures since 2013. In the past he worked with companies such as Will Vinton Studios (now Laika), Click3X, Wildbrain and ILM/Lucasfilms. Formally working as an animator at ILM for big budget flicks like Jurassic Park III and Men in Black II, Carlos went on to work on the likes of Finding Nemo, The Incredibles, Cars, Wall-E and Toy Story 3. He did the visual effects for The Incredibles and Cars- Carlos actually received an Annie Award nomination in 2007 for Best Character Animation for his work on the film Cars. When looking at his early work you can see how his research and methods got him to where he is today. he did tests to learn more about cartoon animation, learn about character and acting. He also practised a lot of rigging, modelling and texturing in his free time. The Incredibles (2004) Planning The Incredibles He describes his method of working to be more Planning rather than Technical. He aims to have fun with whatever stage he is working on regardless of deadlines and things going on. Some good advice he gives is to explore the creative options and possibilities of a scene or sequence you are working on. He finds it important to be conscious of how the character will look like to an audience through the camera composition wise- to help him get a better understanding of what he is trying to achieve he will look at clips from other movies as reference. The use of shapes/lines through the posing of characters helps him make characters look more dynamic and stronger.
Considering he is also an animation mentor I found all of his tips and tutorials to be extremely helpful (You can read them here: Tips and Tricks) A lot of research and thought goes into his work, which is a good mind set to have. I also looked at a few of the other Artists he links on his site, from that I got a better understanding of where his influences come from. He wants his work to be expressive while also keeping an open mind to all options and outside opinions.
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