Vehicles, Gliders, Weapons, etc..

Personal work, GuildWars2 weapons/backpacks, side projects, etc…

https://www.guildwars2.com/en/



Vermilion Glider/Backpack: responsible for the concept, model, & texture.

As well as the FK rigging/bone constraints, animation, material dye setup & some of the particle/texture effects

(additional FX support by https://www.artstation.com/heathernicolesmith ).

Made for Guild Wars 2.



Vermilion Glider/Backpack: responsible for the concept, model, & texture.

As well as the FK rigging/bone constraints, animation, material dye setup & some of the particle/texture effects

(additional FX support by https://www.artstation.com/heathernicolesmith ).

Made for Guild Wars 2.






Vermilion Glider/Backpack: beautiful color choices by

@thy_weeping_willow @imtoocutetodie @angie_gw2 @andromeda.gw2 Instagram users

Made for Guild Wars 2.




Vermilion Glider/Backpack: beautiful color choices by

@thy_weeping_willow @imtoocutetodie @angie_gw2 @andromeda.gw2 Instagram users

Made for Guild Wars 2.


Vermilion Glider/Backpack: responsible for the concept, model, & texture.

As well as the FK rigging/bone constraints, animation, material dye setup & some of the particle/texture effects

(additional FX support by https://www.artstation.com/heathernicolesmith ).

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.

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.

Lightning Wings (glider/backpack) – responsible for the concept, model, & texture.

As well as the FK rigging/bone constraints, material setup & some of the particle/texture effects.

Made for Guild Wars 2. ( additional FX support by

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.

Lightning Wings (glider/backpack) – responsible for the concept, model, & texture.

As well as the FK rigging/bone constraints, material setup & some of the particle/texture effects.

Made for Guild Wars 2. ( additional FX support by

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.

Lightning Wings (glider/backpack) – responsible for the concept, model, & texture.

As well as the FK rigging/bone constraints, material setup & some of the particle/texture effects.

Made for Guild Wars 2. ( additional FX support by

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.


Fortunate Blossom Fishing Rod – responsible for the model, & texture.

As well as the FK rigging/bone constraints, material setup & particle/texture effects.

Made for Guild Wars 2.


Fortunate Blossom Fishing Rod – responsible for the model, & texture.

As well as the FK rigging/bone constraints, material setup & particle/texture effects.

Made for Guild Wars 2.


Fortunate Blossom Fishing Rod – 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.

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.

Jade Tech Fishing Rod - responsible for processing the model and material look dev. As well as some of the FK rigging/bone constraints, animation, & base particle effects. (additional FX support by Geoff Milligan

https://www.linkedin.com/in/geoff-milligan-portfolio/) Made for Guild Wars 2.

Jade Tech Skiff - responsible for the sculpt, model, & texture. As well as the FK rigging/bone constraints,

minor animation, material dye setup & base particle effects. (additional FX support by Geoff Milligan

https://www.linkedin.com/in/geoff-milligan-portfolio/)

Made for Guild Wars 2.

Jade Tech Skiff - responsible for the sculpt, model, & texture. As well as the FK rigging/bone constraints,

minor animation, material dye setup & base particle effects. (additional FX support by Geoff Milligan

https://www.linkedin.com/in/geoff-milligan-portfolio/) Made for Guild Wars 2.


Jade Tech Skiff - responsible for the sculpt, model, & texture. As well as the FK rigging/bone constraints,

minor animation, material dye setup & base particle effects. (additional FX support by Geoff Milligan

https://www.linkedin.com/in/geoff-milligan-portfolio/) 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.

shaunmcneely3d.carbonmade.com








VehiclesGlidersWeaponsetc..

Personal work, GuildWars2 weapons/backpacks, side projects, etc…

https://www.guildwars2.com/en/






















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+ ADD PROJECT

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Description text underneath an image


Big title here

Intro text underneath the headline





3D MOTION

BY DANIEL LEPIK


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.


THE SEVENTH

A CONCEPT



Rendering X1

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.



Your Name

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.



CONTACT ME

Panini Portabello

Concept Artist

New York, NY

youremail@yourname.com


  •   


VENTI

BY DANIEL LEPIK


WORK HISTORY

Self-Employed

20.04.2010 – 01.04.2012

3D Designer


Google Inc.

01.04.2012 – 21.04.2010

3D Engineer

CLIENTS

  • Google Inc
  • Sony Electronics
  • EA Games

AWARDS

  • It’s Nice That
  • AIGA
  • Fonts In Use
  • The Dieline

CONTACT

email@domain.com

646-987-2345


— Instagram

— Twitter

— Facebook


HEADLINE

Use this space to explain the image above a bit more in detail.

HEADLINE

Use this space to explain the image above a bit more in detail.


SELECTED CLIENTS








Follow me around

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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.

Dokkaebi Goblin weapon set: responsible for the model's processing, material look dev & texture modifications.

As well as the particle/texture effects and concept changes. (additional FX support by Geoff Milligan

https://www.linkedin.com/in/geoff-milligan-portfolio/) Made for Guild Wars 2.


Dokkaebi Goblin weapon set: responsible for the model's processing, material look dev & texture modifications.

As well as the particle/texture effects and concept changes. (additional FX support by Geoff Milligan

https://www.linkedin.com/in/geoff-milligan-portfolio/) Made for Guild Wars 2.


Maguuma weapon set: responsible for the model's processing, material look dev & texture modifications.

As well as the particle/texture effects and concept changes. (additional FX support by Geoff Milligan

https://www.linkedin.com/in/geoff-milligan-portfolio/) 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.

Dokkaebi Goblin weapon set: responsible for the model's processing, material look dev & texture modifications.

As well as the particle/texture effects and concept changes. (additional FX support by Geoff Milligan

https://www.linkedin.com/in/geoff-milligan-portfolio/) Made for Guild Wars 2.


Dokkaebi Goblin weapon set: responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects and concept changes. (additional FX support by Geoff Milligan

https://www.linkedin.com/in/geoff-milligan-portfolio/) 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.

Dokkaebi Goblin weapon set: responsible for the model's processing, material look dev & texture modifications.

As well as the particle/texture effects and concept changes. (additional FX support by Geoff Milligan

https://www.linkedin.com/in/geoff-milligan-portfolio/) Made for Guild Wars 2.


Dokkaebi Goblin weapon set: responsible for the model's processing, material look dev & texture modifications.

As well as the particle/texture effects and concept changes. (additional FX support by Geoff Milligan

https://www.linkedin.com/in/geoff-milligan-portfolio/) Made for Guild Wars 2.


Maguma weapon set: responsible for the model's processing, material look dev & texture modifications.

As well as the particle/texture effects and concept changes. (additional FX support by Geoff Milligan

https://www.linkedin.com/in/geoff-milligan-portfolio/) 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)