Vehicles, Gliders, Weapons, etc..
Personal work, GuildWars2 weapons/backpacks, side projects, etc…
https://www.guildwars2.com/en/
Personal work, GuildWars2 weapons/backpacks, side projects, etc…
https://www.guildwars2.com/en/
Watchwork Glider/Backpack: responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, animation, material dye setup & particle/texture effects. Made for Guild Wars 2.
Watchwork Glider/Backpack: responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, animation, material dye setup & particle/texture effects. Made for Guild Wars 2.
Draconic Wings (glider/backpack) - responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, material setup & particle/texture effects. Made for Guild Wars 2.
https://www.linkedin.com/in/geoff-milligan-portfolio/ )
Draconic Wings (glider/backpack) – responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, material setup & particle/texture effects. Made for Guild Wars 2.
Draconic Wings (glider/backpack) – responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, material setup & particle/texture effects. Made for Guild Wars 2.
https://www.linkedin.com/in/geoff-milligan-portfolio/ )
Water Dragon Wings - (glider/backpack) – responsible for the model, & texture. As well as the FK rigging/bone constraints, material setup & particle/texture effects. Made for Guild Wars 2.
Water Dragon Wings - (glider/backpack) – responsible for the model, & texture. As well as the FK rigging/bone constraints, material setup & particle/texture effects. Made for Guild Wars 2.
https://www.linkedin.com/in/geoff-milligan-portfolio/ )
Inquest Overseer Glider/Chair - responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, animation, material dye setup & particle effects. Made for Guild Wars 2.
Inquest Overseer Glider/Chair - responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, re-animation, material dye setup & particle effects. Made for Guild Wars 2.
Inquest Overseer Glider/Chair - responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, re-animation, material dye setup & particle effects. Made for Guild Wars 2.
Shrine Guardian Fishing Pole – responsible for the model, & texture. As well as the FK rigging/bone constraints, material setup & particle/texture effects. Made for Guild Wars 2.
Shrine Guardian Fishing Pole – responsible for the model, & texture. As well as the FK rigging/bone constraints, material setup & particle/texture effects. Made for Guild Wars 2.
Made for Guild Wars 2.
Water Dragon Spear - responsible for the sculpt, model, & texture. As well as the FK rigging/bone constraints, animation, & particle effects. Made for Guild Wars 2.
Water Dragon Spear - responsible for the sculpt, model, & texture. As well as the FK rigging/bone constraints, animation, & particle effects. Made for Guild Wars 2.
Water Dragon Spear - responsible for the sculpt, model, & texture. As well as the FK rigging/bone constraints, animation, & particle effects. Made for Guild Wars 2.
Golden Talon Bow: responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, animation, material dye setup & particle effects. Made for Guild Wars 2.
Golden Talon Bow: responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, animation, material dye setup & particle effects. Made for Guild Wars 2.
Seraph Wings Backpack and Glider Combo – Testing colors & rigging. responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, animation, material dye setup & base particle effects. Made for Guild Wars 2.
Seraph Wings Backpack and Glider Combo – responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, animation, material dye setup & base particle effects. (additional FX support by https://www.artstation.com/heathernicolesmith ).
Made for Guild Wars 2.
Vermilion Greatsword: responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, material setup & base particle/texture effects (additional FX support by https://www.artstation.com/heathernicolesmith ).
Made for Guild Wars 2.
Vermilion Greatsword: responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, material setup & base particle/texture effects (additional FX support by https://www.artstation.com/heathernicolesmith ).
Made for Guild Wars 2.
Vermilion Greatsword: responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, material setup & base particle/texture effects (additional FX support by https://www.artstation.com/heathernicolesmith ).
Made for Guild Wars 2.
Vermilion Feather Torch: responsible for model/texture/rig/base glow FXs ( additional FX support by https://www.artstation.com/heathernicolesmith ). Made for Guild Wars 2.
Shiro Greatsword/Sword/BackPack: responsible for processing the model, & texture. As well as the FK rigging/bone constraints, material setup & base particle/texture effects (additional FX support by https://www.artstation.com/heathernicolesmith ).
Made for Guild Wars 2. Screenshot by @GuildJen on Instagram.
Shiro Greatsword/Sword/BackPack: responsible for processing the model, & texture. As well as the FK rigging/bone constraints, material setup & base particle/texture effects (additional FX support by https://www.artstation.com/heathernicolesmith ).
Made for Guild Wars 2. Screenshot by @GuildJen on Instagram.
Thunderhorse Staff: responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, animation, material setup & some of the particle/texture effects (additional FX support by https://www.artstation.com/heathernicolesmith ).
Made for Guild Wars 2.
Thunderhorse Staff: responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, animation, material setup & some of the particle/texture effects (additional FX support by https://www.artstation.com/heathernicolesmith ).
Made for Guild Wars 2.
Nightspeaker Greatsword - responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, animation, material setup & some of the particle/texture effects
Nightspeaker Greatsword - responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, animation, material setup & some of the particle/texture effects
Arcane Sword/Dagger - responsible for the model, & texture. As well as the FK rigging/bone constraints, material dye setup & base particle effects.
Volcanic Backpack: responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, material setup & particle/texture effects. Made for Guild Wars 2. (non-dyable version)
Shiverpeaks Hunter Glider/Backpack: responsible for the concept changes, model, & texture. As well as the FK rigging/bone constraints, animation, material dye setup & particle/texture effects.
Made for Guild Wars 2.
Shiverpeaks Hunter Glider/Backpack: responsible for the concept changes, model, & texture. As well as the FK rigging/bone constraints, animation, material dye setup & particle/texture effects.
Made for Guild Wars 2.
Skeletal Wings Glider/Backpack: responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, animation, material dye setup & particle/texture effects. Made for Guild Wars 2.
Skeletal Wings Glider/Backpack: responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, animation, material dye setup & particle/texture effects. Made for Guild Wars 2.
Zephyrite Sword: responsible for the concept changes, model, & texture. As well as the animation, & particle/texture effects. Made for Guild Wars 2.
Zephyrite Sword: responsible for the concept changes, model, & texture. As well as the animation, & particle/texture effects. Made for Guild Wars 2.
Wolfheart Sword & Shield: responsible for the concept, model, & texture. As well as the material setup & particle/texture effects. Made for Guild Wars 2.
Wolfheart Shield: responsible for the concept, model, & texture. As well as the material setup & particle/texture effects. Made for Guild Wars 2.
Wolfheart Sword: responsible for the concept, model, & texture. As well as the material setup & particle/texture effects. Made for Guild Wars 2.
Wolfheart Sword: responsible for the concept, model, & texture. As well as the material setup & particle/texture effects. Made for Guild Wars 2.
Personal work, GuildWars2 weapons/backpacks, side projects, etc…
https://www.guildwars2.com/en/
Character Art – Professional/Personal
KillerInstinct – EnvironmentArt/Lighting
©
PUBLISH
CURRENTLY EDITING
Props – Vehicles, Gliders, Weapons, etc…
PAGES
WORK
Description text underneath an image
INFO
You can use this layout block as a little about me blurb or use it on top of projects to and add a description. To edit the copy, just click right in here.
PRO TIP: You can also just duplicate this block to add a more complex layout.
A CONCEPT
You can use this space here to write a bit more about the work you show on the side.
PS: You can duplicate and flip this layer too, helping you to quickly build an elegant layout.
— PROJECT NAME
Your Project Title
— ROLE
3D Design
Wireframing
— DATE
20.03.2020
Here you could add a nice little description about your project, talk a little about the client briefing and explain some of the design decisions you made while working on this piece. There’s no need to write too much copy, make it nice short and snappy.
Alternatively, you can of course use this block for your about page too, listing skills and links on the left, and using this part here for your bio. Just click in here to edit & style the text. Super simple.
youremail@yourname.com
Here you can put a nice little intro about you. Your name, what you do and a few words about yourself. The more fun, the better.
Panini Portabello
Concept Artist
New York, NY
youremail@yourname.com
Self-Employed
20.04.2010 – 01.04.2012
3D Designer
Google Inc.
01.04.2012 – 21.04.2010
3D Engineer
email@domain.com
646-987-2345
Use this space to explain the image above a bit more in detail.
Use this space to explain the image above a bit more in detail.
You can use this layout block to write as much or little as you’d like. It’s basically a standard text block for anything text related. You can also click on the ⚙️ icon the right to customize the background color and alignment.
You may also paste in embed codes from popular services like Vimeo, SketchFab, and YouTube.
Raven Greatsword: Testing FX – model, & texture. As well as the material setup & some of the base particle/texture effects (additional FX support by https://www.artstation.com/heathernicolesmith ). Made for Guild Wars 2.
+ Add Caption
Raven Greatsword: Testing FX – model, & texture. As well as the material setup & some of the base particle/texture effects (additional FX support by https://www.artstation.com/heathernicolesmith ). Made for Guild Wars 2.
Block deleted!
UNDO
Raven Greatsword: Testing FX – model, & texture. As well as the material setup & some of the base particle/texture effects (additional FX support by https://www.artstation.com/heathernicolesmith ). Made for Guild Wars 2.
Raven Greatsword: Testing FX – model, & texture. As well as the material setup & some of the base particle/texture effects (additional FX support by https://www.artstation.com/heathernicolesmith ). Made for Guild Wars 2.
Raven Dagger: Testing FX – responsible for the outsourcing the concept, model, & texture. As well as the material setup & some of the base particle/texture effects (additional FX support by https://www.artstation.com/heathernicolesmith ). Made for Guild Wars 2.
Prayer Strip Focus – responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, animation, material setup & the particle/glow effects. Made for Guild Wars 2.
Prayer Strip Focus – responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, animation, material setup & the particle/glow effects. Made for Guild Wars 2.
Badass Gun: Quixel, Substance Painter, Zbrush, Toolbag, Maya
Badass Gun: Quixel, Substance Painter, Zbrush, Toolbag, Maya
Badass Gun: Quixel, Substance Painter, Zbrush, Toolbag, Maya
The Cure – Substance Painter, Maya, Photoshop Made for Guild Wars 2.
Crescent Canoe - responsible for the model's processing, material look dev, dye setup, rigging, & texture modifications. As well as the particle/texture effects and concept changes. Made for Guild Wars 2.
Crescent Canoe - responsible for the model's processing, material look dev, dye setup, rigging, & texture modifications. As well as the particle/texture effects and concept changes. Made for Guild Wars 2.
Violin: used Substance Painter, Zbrush, Toolbag, Maya
Violin: used Substance Painter, Zbrush, Toolbag, Maya
Violin: used Substance Painter, Zbrush, Toolbag, Maya
Violin: Texture Sheet
Vintage Truck – Quixel study
Vintage Truck – Quixel study
Vintage Truck – Quixel study
Vespa Scooter – High Poly
Vespa Scooter – High Poly
Shotgun – Substance Painter study – based off of this concept by Sound Hunter: http://soundhunter.deviantart.com/art/Shotgun-510164444
Shotgun – Substance Painter study – Texture Sheet – based off of this concept by Sound Hunter: http://soundhunter.deviantart.com/art/Shotgun-510164444
Shotgun – Substance Painter study – based off of this concept by Sound Hunter: http://soundhunter.deviantart.com/art/Shotgun-510164444
Amarok Interceptor – Worked with Drew pace on this remodel
Drew’s portfolio: http://drewpace.blogspot.com/?m=1
Galactic Cruiser: This is a ship that I worked on with Drew Pace. Drew’s portfolio: http://drewpace.blogspot.com/?m=1
Branded Relic Glider/Backpack: responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, re-animation, material dye setup & particle effects. Made for Guild Wars 2.
Branded Weapon Set - responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects, model animations and concept changes. Made for Guild Wars 2.
Branded Weapon Set - responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects, model animations and concept changes. Made for Guild Wars 2.
Branded Weapon Set - responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects, model animations and concept changes. Made for Guild Wars 2.
Branded Weapon Set - responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects, model animations and concept changes. Made for Guild Wars 2.
Branded Weapon Set - responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects, model animations and concept changes. Made for Guild Wars 2.
Branded Weapon Set - responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects, model animations and concept changes. Made for Guild Wars 2.
Branded Weapon Set - responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects, model animations and concept changes. Made for Guild Wars 2.
Branded Weapon Set - responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects, model animations and concept changes. Made for Guild Wars 2.
Branded Weapon Set - responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects, model animations and concept changes. Made for Guild Wars 2.
Darkwings weapon set: responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects and concept changes. Made for Guild Wars 2.
Steel Lotus weapon set: responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects and concept changes. Made for Guild Wars 2.
Steel Lotus weapon set: responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects and concept changes. Made for Guild Wars 2.
Darkwings weapon set: responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects and concept changes. Made for Guild Wars 2.
Darkwings weapon set: responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects and concept changes. Made for Guild Wars 2.
Darkwings weapon set: responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects and concept changes. Made for Guild Wars 2.
Darkwings weapon set: responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects and concept changes. Made for Guild Wars 2.
Darkwings weapon set: responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects and concept changes. Made for Guild Wars 2.
Darkwings weapon set: responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects and concept changes. Made for Guild Wars 2.
Alex's Backpack – Substance Painter, 3DCoat, Photoshop, Toolbag
Alex's Grapple Hook / Climbing Axe - Substance Painter, 3DCoat, Photoshop, Toolbag
Alex's Backpack – Substance Painter, 3DCoat, Photoshop, Toolbag
Alex's Backpack – Substance Painter, 3DCoat, Photoshop, Toolbag
Alex's Backpack – Substance Painter, 3DCoat, Photoshop, Toolbag
Rough Pirate Ship (Viz-dev Test Scene) – responsible for everything
Rough Pirate Ship (Viz-dev Test Scene) – responsible for everything
Rough Pirate Ship (Viz-dev Test Scene) – responsible for everything
Rough Pirate Ship (Viz-dev Test Scene) – responsible for everything
Rough Pirate Ship (Viz-dev Test Scene wireframe) – responsible for everything
Rough Pirate Ship (Viz-dev Test Scene) – responsible for everything
Rough Pirate Ship (Viz-dev Test Scene) – responsible for everything
Rough Pirate Ship (Viz-dev Test Scene) – responsible for everything
Rough Pirate Ship (Viz-dev Test Scene) – responsible for everything
Rough Pirate Ship (Viz-dev Test Scene) – responsible for everything
Rough Pirate Ship (Viz-dev Test Scene) – responsible for everything
Marder 2 ifv - Did the model only.
Marder 2 ifv - Un-Textured
Conrad Hotel Interior Renders – Evolution Ventures – Modeling, texturing, rendering. (joint effort w small team & limited time)