Texture artist working on hero to mid-range assets mostly from concept . The Cobra Chopper was a good experience. The model went through many different iterations , all needing a fast turnaround until Digital Domain were happy with the model's silhouette. This meant the model changed many times, on one occasion twice during one week. I worked on the diffuse, displacement, and various masks, for example decals and paneling. These were later plugged into the bump and spec maps by Andrea Giordana, who also worked on the dirt mask. Spec maps were done firstly by Emanuele Pescatori, he did the inital look dev for the texturing team and Andrea. Final look dev by Shaun Scott. Model by Jason Edwards

All textures on the cobra suitcase . Look dev by Rupert Thorpe. Model by Joseph Oyem, who also modeled the Blade Of Justice

All Missiles , missiles rack and satellite attachments textures.

Missiles texture

Blade Of Justice

Background building

Background building

Background building

Professional Work on GiJoe 2

Texture artist working on hero to mid-range assets mostly from concept .
The Cobra Chopper was a good experience. The model went through many different iterations , all needing a fast turnaround until Digital Domain were happy with the model’s silhouette. This meant the model changed many times, on one occasion twice during one week. I worked on the diffuse, displacement, and various masks, for example decals and paneling. These were later plugged into the bump and spec maps by Andrea Giordana, who also worked on the dirt mask. Spec maps were done firstly by Emanuele Pescatori, he did the inital look dev for the texturing team and Andrea. Final look dev by Shaun Scott. Model by Jason Edwards

Type
Film