Description: One important factor when becoming a texture artist is the element of reference. Being able to have references for everything you do. Whether it is reference for the mood, style, model or texture. When dealing with style, you need more than just an idea or images. What about others who have traveled the same path you did? What did they do to meet their goals?
For this case study, I want you to find a texture artist; one whose style you enjoy and could use as reference. So you need to find one person, find their portfolio site or blog and answer the following. Remember to add images, and to post on at least two other students posts.
Question#1: What about their style is exciting or inspirational to you? The low polygonal work is what interests me as well as the realistic work of art. His work makes me want to try an create the same type of effects with the sci-fi element involved. I am new to texturing and I will need to look at more tutorials in order to become a better artist.
Question#2: What did you take away from this person that you can use to help yourself? Was it a texturing technique, a piece of advice, or something from their art style? As I see from the blogs that he has posted you have to practice everyday in order to learn different techniques as well as communicate with other individuals in your field to judge your work. It seems a little overwhelming wondering how am I going to make something look that great but with practice I believe anything can be accomplished.
What you need to post———————————————————————————————————————–
Artist’s Name: Tor Frick
Company(ies) worked for:
Massive Entertainment, March 2007 – July 2010
Epic Games/People Can Fly, July 2010 – October 2011
Machinegames, October 2011 – Current
Games Worked on:
World in Conflict (PC)
– Character-, environment- and texture artist.
World in Conflict: Soviet Assault (PC)
– Environment artist and texture artist.
Far Cry 3 (PC, XBOX360, PS3)
– Character-, environment- and texture artist.
Bulletstorm (PC, XBOX360, PS3)
– Environment generalist.
Gears of War 3 (XBOX360)
– Props, textures, shaders and optimization for DLC
Role for said Games:
Images of some of their texture work
Question 1 answered
Question 2 answered
The work this guy did on the “scientists” head piece is seemly clean. I agree it seems realistic. i am curious just how low poly his models are.
I feel like syfy models and art is highly complex and it always scares me to try, that being said I think that head gear must have been done in something like mudbox or ZBrush.