Audrey Wong and I has been working on a playable art project and almost wrapping up this project ,
Here is the Artstation galley for the project:
80.lvl has published the first article about the making of this project check it out here http://80.lv/articles/arif-pribadi-on-building-massive-worlds-with-ue4/ there is alot of information for this project, especially on how it made.
youtube channel for latest update :
follow our progress progress on :
or just the latest one
and as promised
download link to play the game ( windows 64bit )
some videos and images :
gameplay during exhibition ( see the download link above ) :
*latest shot, please click the polycount link to check more images
we will have our #gameart showcase exhibition in UK Hatfield, attend or watch online live:) http://uhanimation.co.uk/
This is the final look of the Character I did, so much things to learn from this, not just creating model, but to make sure he is completely playable with the animation in game. not super detailed model or still image poster material, and I did lots of mistakes during process, but it was really fun experience, took a lot of note and documentation.
Professional 3d artworks :
Kraken Creature for Fabric Engine Kraken ( this one is rendered in Marmoset toolbag )
hi this is rendition of Kraken made for my Client : fabric Software last summer,
it is intended to be part of their Fabric Engine Kraken creature. you can check it on their latest demo video. here :
SiegeFall for IOS and Android
I responsible as environment art team lead, Managing art task for the team of 3, teaching te pipeline. created Tools for auto baking LM directional LM, and auto bitmap placement , so the team just hit Lightmap bake button and done , integrating environment art to the game, created some model and texture such as water textures, snow level art direction, snow textures, and hipoly snow bake on trees etc. Modular Rock assets done by Derick Ballard, Foliage by Na Li , Characters , UI, and FX done by the team ,except water fall animation, water wave and water flow ( vertex flow ) is the responsible of every environment artist ( including me ).
new artworks from Modern Combat 4 : zero hour , a Gameloft’s project for IOS/Android
My latest professional project : Modern Combat Fallen Nation for Ios and Android, I worked as one of Lead Environment artist
My responsibility includes : work together with game designer and artist to deliver the game design and artistic touch to life. this is include modelling, texturing, and lighting.