Baroque Ceiling in Substance Designer

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Baroque Ceiling in Substance Designer
« on: June 19, 2018, 10:42:48 pm »


Ever and ever more realistic looking graphics work. Thought this article might interest some of you.

Quote
My name is Jonathan Benainous. I was born in Paris and, for the quick recap, I started working in the video Game industry 12 years ago.

I spent most of my career as a Senior Environment Artist before becoming more specialized in texturing. I was lucky enough to work with very talented people on AAA productions such as Heavy Rain, Beyond Two Souls, Horizon Zero Dawn and Ghost Recon Wildlands.

Today I'm a Texture Artist on Assassin's Creed Odyssey at Ubisoft Quebec, a studio in Canada.

Full article here : https://www.allegorithmic.com/blog/creating-complex-baroque-ceiling-substance-designer-jonathan-benainous

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Re: Baroque Ceiling in Substance Designer
« Reply #1 on: June 20, 2018, 01:26:30 am »
with 3d printers becoming more commonplace, realtime raytracing being so real, and robotics growing i think graphic designers originally destined for computer graphics will start making real things instead,  as a trend i think that is going to happen.

 


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