![]() ![]() And like I said above, all workflow is resolved around UE4. There are a lot of things that I can push and challenge myself to refine my skills, knowledge in the workflow and different tools to make it work best in UE4. There are organic characters with clothes, robots/mechs, hard surface indoor environment and open world environments in the background, etc. ![]() By working on this project I really want to push my skills in terms of both art and technique. The final result of the project will not be just a static image but also a small cinematic shot with animation & effects – all done in UE4. And our main character – Exparia is in one of the mech swith a smile on her face – showing her urge to explore the new world, anxious about the potential threats she might face. They are trained as both scientists and soldiers at the same time. All the mechs carried in the fleet are called “Kamikaze”, which means they are the first to go to the front line but most likely they won’t come back. Mankind decides to send a voyage fleet to explore what lies behind the wormhole. It was built artificially and has some sinister purpose. There is a little story behind this scene, as you can see in the concept, a giant wormhole appears above the Earth orbit, some kind of stone alien structures are floating around it, which tells us that this wormhole is no work of nature. She is a Mech Pilot on a mission to explore a new world for mankind. There’s a wordplay of – Explorer (in my gallery all of my girl characters have names of something like ”-aria”). The main character is a girl named Exparia. My goal is to create an epic cinematic scene with the theme of “The Journey”. EXPARIA PROJECTĪs you already might know that back in 2016, ArtStation held its official contest “The Journey”. That’s why at the present, UE4 is one of my focus and key R&D projects. Our ultimate goal at Thunder Cloud is to become an animation studio creating animation & cinematics, using real-time tech. In my early years, I worked as Game Artist for Rare UK and worked on a series of marketplace assets for some Xbox games: Fable III and Halo Reach, Later on I moved on to VFX/film industry, working as Creature Effect & generalist artist for Double Negative London on feature films like John Carter Of Mars, Snow White & the Huntsman, 007: Skyfall.īut these are things of the past, I am now the Founder and Team Lead of my own studio – Thunder Cloud, based in Vietnam, which creates exclusive quality assets for worldwide game development studios, which need support or which are outsourcing their art production. I have been working in 3D graphic industry for nearly 10 years. I got the 1st place winner in modeling demo reel contest of the very first year of Autodesk Contest for students ( CGSA ) back in 2010. ![]()
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