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荣耀战魂 (29)
portfolio, Hyun Gu Oh : end..
For Honor - Viking Village, Laurie Durand : My mandate on the season 3 of For Honor was modeling the big viking Hall (exterior and interior) area in the Viking Village map. I helped on the level art and optimization around the pieces that I worked on, but
For Honor Marching Fire - Kazan castle, Laurie Durand : One of my second mandate on For Honor - Marching Fire was modeling a Bell tower area in the Kazan Castle's map ( interior, exterior ). I helped as well on the level art and optimization around the pi
For Honor Marching Fire - Kazan castle, Laurie Durand : One of my second mandate on For Honor - Marching Fire was modeling a Bell tower area in the Kazan Castle's map ( interior, exterior ). I helped as well on the level art and optimization around the pi
For Honor-Fan Art, Hyun Gu Oh : For Honor - Cathedral Map It was inspired by honor. Fan artwork.
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dominique-buttiens-secludedkeep-chapel-05-valkenheim
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dominique-buttiens-secludedkeep-chapel-01-myre
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dominique-buttiens-secludedkeep-chapel-02-myre
For Honor : The Shrine, Jessyca Lemire Bertrand : New screenshots with the graphics enhancement of the Marching Fire expansion Here are the buildings from the map The Shrine that I did the modeling I didn't do the props (Textures, Lighting and Level Art
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For Honor - (Dominion Map) The Knights Harbor, Paul Armstrong : Studio Gobo, in partnership with Ubisoft Montreal, worked on creating new multiplayer maps in For Honor. I lead the creation of the Knights Harbor (Dominion map) from initial design layout (a
For Honor - (Dominion Map) The Knights Harbor, Paul Armstrong : Studio Gobo, in partnership with Ubisoft Montreal, worked on creating new multiplayer maps in For Honor. I lead the creation of the Knights Harbor (Dominion map) from initial design layout (a
FOR HONOR: Citadel Gate Structural Modeling, Martin Chia-ken Oung : I Modeled and finalized pretty much all structural assets for our E3 Reveal Map. Level Artist : Jay Paul Singh, Maxime Tremblay, Alexandre Morin Texture Artist : Andrew Waddingham, David
For Honor - (Dominion Map) The Knights Harbor, Paul Armstrong : Studio Gobo, in partnership with Ubisoft Montreal, worked on creating new multiplayer maps in For Honor. I lead the creation of the Knights Harbor (Dominion map) from initial design layout (a
For Honor - (Dominion Map) The Knights Harbor, Paul Armstrong : Studio Gobo, in partnership with Ubisoft Montreal, worked on creating new multiplayer maps in For Honor. I lead the creation of the Knights Harbor (Dominion map) from initial design layout (a
For Honor Marching Fire - Hallowed Bastion, Jay-Paul Singh Mann Chaput : I was one of the 2 main level artist on Hallowed Bastion. - I worked on the layout and composition from first draft with level designer to the end for phase 1 and phase 2. - I did
For Honor Marching Fire - Hallowed Bastion, Jay-Paul Singh Mann Chaput : I was one of the 2 main level artist on Hallowed Bastion. - I worked on the layout and composition from first draft with level designer to the end for phase 1 and phase 2. - I did
For Honor Marching Fire - Hallowed Bastion, Jay-Paul Singh Mann Chaput : I was one of the 2 main level artist on Hallowed Bastion. - I worked on the layout and composition from first draft with level designer to the end for phase 1 and phase 2. - I did
For Honor Marching Fire - Hallowed Bastion, Jay-Paul Singh Mann Chaput : I was one of the 2 main level artist on Hallowed Bastion. - I worked on the layout and composition from first draft with level designer to the end for phase 1 and phase 2. - I did
For Honor - Cathedral Map, Jay-Paul Singh Mann Chaput : I was environment artist on the cathedral map. - I worked on the layout and composition from first draft with level designer to the end. - I did the props placements, macro and micro, in all the m
For Honor - Knight map modeling polish, zhou you (Aimee) : Ubisoft Cheng Du, the For Honor map team worked with Gobo studio and Ubisoft Montreal on this map. I was in charge of this modeling polish of the castle building, it was used to keep wolves.
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For Honor - Tower Ruins, Jay-Paul Singh Mann Chaput : I was environment artist on the Tower Ruins map. - I worked on the layout and composition from first draft with level designer to the end. - I did the props placements, macro and micro, in all the m
For Honor - Samurai Arena, Paul Armstrong : I worked on For Honor at Studio Gobo starting back in 2017. I was responsible for creating 2 of the training Arenas Knights and Samurai. Using a combination of existing assets and kit bashing to create these uni
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For Honor - Viking Village, Laurie Durand : My mandate on the season 3 of For Honor was modeling the big viking Hall (exterior and interior) area in the Viking Village map. I helped on the level art and optimization around the pieces that I worked on, but
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Laurie Durand : environment 3D artist
For Honor - Overwatch map, Laurie Durand : My mandate on For Honor was modeling environments assets for the game.It's mainly architecture and structures assets of the samurai faction : temples, gates, houses, bridges,ramparts, walls, broken walls, stairs
For Honor - Overwatch map, Laurie Durand : My mandate on For Honor was modeling environments assets for the game.It's mainly architecture and structures assets of the samurai faction : temples, gates, houses, bridges,ramparts, walls, broken walls, stairs
FOR HONOR: Forge Map Structural Modeling, Martin Chia-ken Oung : Modeling and UV on all house kit.<br/>- Level Artist: Alexandre Voyer<br/>-Texture Artist: David Lajeunesse, Anthony Makhlouf, Andrew Waddingham, Pascal Barriault<br/>-Art
FOR HONOR: Forge Map Structural Modeling, Martin Chia-ken Oung : Modeling and UV on all house kit.<br/>- Level Artist: Alexandre Voyer<br/>-Texture Artist: David Lajeunesse, Anthony Makhlouf, Andrew Waddingham, Pascal Barriault<br/>-Art
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FOR HONOR: Up the beach Structural Modeling, Martin Chia-ken Oung : Structural Modeling and UV for our second E3 Showing,<br/>-Additional Modeling : Emi Takeshita, Jessyca Lemire Bertrand, Adrian Stoan<br/>-Level Artist : Sebastien Schoeler&a
For Honor - Citadel Gate, Jay-Paul Singh Mann Chaput : I was one of the environment artist on the Citadel Gate Map<br/>- I worked on the layout and composition of a big part of the map (attacker area (forest) and center lane). We were multiple arti
For Honor - Temple Garden, Jay-Paul Singh Mann Chaput : I was one of the environment artist on Temple Garden. I joined the production of the map by the very end to help out on the background of the map.<br/>- I did the composition of 2 of the map's
For Honor - Cathedral Map, Jay-Paul Singh Mann Chaput : I was environment artist on the cathedral map. <br/>- I worked on the layout and composition from first draft with level designer to the end.<br/>- I did the props placements, macro and
For Honor - Beachhead, Richard Court : Studio Gobo, in partnership with Ubisoft Montreal, worked on creating new multiplayer maps in For Honor. I worked on Beachhead as a level artist with Senior level artist Joseph Patience Lighting Artist: Carl Ross
Assassin's Creed Odyssey - Kausos Village, Jean-Philippe Martel : I had the pleasure to do a special ambiance for the Village of Kausos. The basic idea was to do a altered version of the time of day to give it a more "plaguish" and dreadful look
Assassin's Creed Odyssey - Kausos Village, Jean-Philippe Martel : I had the pleasure to do a special ambiance for the Village of Kausos. The basic idea was to do a altered version of the time of day to give it a more "plaguish" and dreadful look
For Honor - Battering Ram, Maxim Chenel : I was responsible for the modeling the battering ram for the new game mode : Breach. i did the variation for the 3 factions as well as the damaged version. Again, a lot of people we're involded in the creation of
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