I'm an asset/environment artist for an AAA videogames company and I currently live in the UK. I love making game-art especially environments but I do like to challenge myself to create some organic stuff as well. My thoughts and opinion on this blog are personal.
Tuesday, May 9, 2017
Friday, August 29, 2014
High Poly Brick Sculpting
Since my last post I've been working on these bricks while I was working on a different personal project. Kinda helped me to keep fresh eyes on the project by doing something else once every few days.
I was building a small library of different types of wall bricks.
Two bricks from the previously shown set of bricks but with polypaint to test a bit of lookdev.
Labels:
3D,
asset-art,
environment-art,
environment-artist,
Gears of War,
Gears of War Judgment,
high poly rendering,
texture detailling,
textures,
texturing,
The Last of Us,
video-games,
z-brush,
zbrush sculpting
Wednesday, July 2, 2014
Textured Concrete Pillar
I've been working for a bit on this sculpt and decided to texture it. There are still a few tweaks but I feel I'll keep it like this, been working the low poly/texturing for a few evenings.
Cheers,
Stefan Groenewoud
Environment artist
[Click to enlarge]
Wednesday, May 28, 2014
Monday, May 19, 2014
Fabric sculpting
After a few months I finally got around to sculpt some fabric in Zbrush in my spare time to improve my workflow and simply get everything done in one program. Unfortunately I did have to do a bit of blocking out and fixing model issues outside of Z.
I also got some other projects going but they're not at a stage that it's ready to show yet ;).
Cheers!

Tuesday, February 25, 2014
February update
Small update on the new environment I'm working on, it's still in a pretty early phase but hopefully next time I'll be able to show it in game with some cool textures. ;)
Also you can find here other stuff I have been working on in my spare time; the low poly creature model baked to a 2k texture (not textured though). And I messed around with some 2D art as well!
Hope you like it,
Cheers,
Stefan Groenewoud
Environment artist
Also you can find here other stuff I have been working on in my spare time; the low poly creature model baked to a 2k texture (not textured though). And I messed around with some 2D art as well!
Cheers,
Stefan Groenewoud
Environment artist
Wednesday, January 29, 2014
Creature sculpting pt.2
Little update on the creature, I've adjusted the "face" and some parts have a better defined silhouette shape. I also added some hairs in the high poly mesh and I am considering working towards my high poly right now.
New High Poly render
Previous High Poly render
New High Poly render
Previous High Poly render
Monday, January 20, 2014
Creature sculpting
This is going to be a rather small blogpost, simply to show off that I'm still alive and I am working on some bigger blogpost about some technical aspects in game-art. The creature I've have been working on is loosely based on Dead Space 2 and was created from scratch in Zbrush. It's still work in progress the leg on the backside is barely sculpted but I might scratch it.
Creature sculpt
High poly render

Creature sculpt
High poly render

Wednesday, November 27, 2013
Textures & shaders
It's been quite a while since I wrote my last post and this time I'd like to show off my new experimentations with shaders for personal work and several textures I did for the awesome guys at Gametextures.com. This was a great opportunity to improve my workflow and experiment with several styles.
During my time of workflow improvement and texture skills improvement I have sculpted a few Insert Multi Mesh assets. For example this set of rocks.


This shader is still Work in Progress, but the gif shows a clear idea of the shader in several states of wetness on the surface. But the main thing that got me stuck with this shader is the blending/animating of one wetness state into the other one, I want to create one state of wetness "flowing" into the next state of wetness. This is rather challenging for me mainly because of the fact that I'm not a programmer or shader artist by trade, so figuring this out is pretty crazy.
During my time of workflow improvement and texture skills improvement I have sculpted a few Insert Multi Mesh assets. For example this set of rocks.

Besides that I have worked on a new personal project but it's pretty much in the concept phase so that I'll have to keep for the next time. ;)
Please feel free to check out my breakdown/tutorial for creating this rain shader in UDK.


This shader is still Work in Progress, but the gif shows a clear idea of the shader in several states of wetness on the surface. But the main thing that got me stuck with this shader is the blending/animating of one wetness state into the other one, I want to create one state of wetness "flowing" into the next state of wetness. This is rather challenging for me mainly because of the fact that I'm not a programmer or shader artist by trade, so figuring this out is pretty crazy.
Sunday, September 1, 2013
Holiday & Artwork update
Hey readers,
I'm a few days back from my break on Curacao (an old colony of the Netherlands in the Caribbean for you who don't know where it is ;) ). During my stay I had the urge to write down a new blog post. So here I am back again, ready to work and write my new post where I share the ideas I have for the upcoming few weeks or so.
During my stay it was pretty strange to notice the cultural differences and the amazing landscapes I had the chance to see. I loved the atmosphere and the lovely foods! Oh another thing I noticed was the huge increase of the prices since I was there 'bout 7 years ago.
Here is the second pass on my shader in Cryengine, I re-used the same textures from UDK with a few tweaks to replicate the style.
Thanks for your time!
Stefan Groenewoud
Freelance 3D-artist
I am just sharing my thoughts and interesting artwork to other artists out there. This blog is used for educational purposes and/or tracking of Stefan Groenewoud his personal work.
The large screeny is my first pass of the my shader interpretation of the ref screenshot, it still needs a bit of polish on the contrast side but I'll keep that for Post Processing.
I'm a few days back from my break on Curacao (an old colony of the Netherlands in the Caribbean for you who don't know where it is ;) ). During my stay I had the urge to write down a new blog post. So here I am back again, ready to work and write my new post where I share the ideas I have for the upcoming few weeks or so.
During my stay it was pretty strange to notice the cultural differences and the amazing landscapes I had the chance to see. I loved the atmosphere and the lovely foods! Oh another thing I noticed was the huge increase of the prices since I was there 'bout 7 years ago.
Art
For a while I was looking into what kind of environment I was going to pick up next. The Mirror's Edge shader work was mainly a test for me but now I really want to try and push it towards an environment that would fit in the style and game seamlessly. This is a great chance for me to improve my 2D art skills. Also I guessed this is also a possibility to try out the CryEngine once again after many months/almost a year. I wanted to check out what the main differences are between the latest available UDK installment or CryEngine.Here is the second pass on my shader in Cryengine, I re-used the same textures from UDK with a few tweaks to replicate the style.
Thanks for your time!
Stefan Groenewoud
Freelance 3D-artist
I am just sharing my thoughts and interesting artwork to other artists out there. This blog is used for educational purposes and/or tracking of Stefan Groenewoud his personal work.
The large screeny is my first pass of the my shader interpretation of the ref screenshot, it still needs a bit of polish on the contrast side but I'll keep that for Post Processing.
Labels:
3D,
environment-artist,
game-art,
Mirror's Edge
Wednesday, July 17, 2013
Small summer update
Hey readers,
This is going to be a rather small post, I am a pretty booked up with work and tired, so forgive me! Anyways, reason why I was writing this post is someone shared a gameplay video of Killzone 4 at E3. To be honest, I totally missed it but as I was watching the video, it turns out there were a few assets used that I had created during my internship. I can't show them off individually (as far as I know) but go have a look at the video to see what I'm talking about.
Somewhere around 4:50 you'll see a large server and a portable server, and those were two of the assets I had created from scratch to finish (high/low poly + texturing and shader. @5:30 A better look at the large server.
Cheers,
Stefan Groenewoud
This is going to be a rather small post, I am a pretty booked up with work and tired, so forgive me! Anyways, reason why I was writing this post is someone shared a gameplay video of Killzone 4 at E3. To be honest, I totally missed it but as I was watching the video, it turns out there were a few assets used that I had created during my internship. I can't show them off individually (as far as I know) but go have a look at the video to see what I'm talking about.
Somewhere around 4:50 you'll see a large server and a portable server, and those were two of the assets I had created from scratch to finish (high/low poly + texturing and shader. @5:30 A better look at the large server.
Cheers,
Stefan Groenewoud
Labels:
asset-art,
e3,
Realtime game-art,
video-games
Sunday, July 7, 2013
First Character (first) texture pass
Quick post to keep you guys updated on my first character! It's a quick texture setup in marmoset, adjustments have to wait a lil' bit until I have more time on hands :(
You have to enlarge the image in a new window to see it at full resolution.
Please, do drop a comment with feedback though!
Stefan Groenewoud
Freelance 3D-artist
I am just sharing my thoughts and interesting artwork to other artists out there. This blog is used for educational purposes and/or tracking of Stefan Groenewoud his personal work.
You have to enlarge the image in a new window to see it at full resolution.
Please, do drop a comment with feedback though!
Stefan Groenewoud
Freelance 3D-artist
I am just sharing my thoughts and interesting artwork to other artists out there. This blog is used for educational purposes and/or tracking of Stefan Groenewoud his personal work.
Labels:
3D,
character-art,
character-artist,
games,
Marmoset,
Realtime game-art,
texturing
Friday, June 21, 2013
When Nature Reclaims The City pt. 2
Damn, I've been so amazed by a lot of new games that have been announced at E3 2013! My favorite at this moment probably is The Division, the amount of detail is insane and very inspiring. If only I could work on their team *hint hint to the guys at Massive, if they even read my blog*. Also got my hands on The Last of Us, amazing game I must say, great story writing, awesome graphics.
Last year I already worked on this environment but I didn't really had the time to work on it that much and also lost the motivation. Few weeks ago I had decided to finish this piece up and I am really curious what y'all think of the result. After seeing The Last of Us art dump I was a bit intimidated xD but heck I can really use the feedback to improve the scene.
Since the last update I had adjusted the light rig & color correction, car(s) have been modelled (not sure if I'll add the Bus as I had planned), added a few extra props to fill the scene, extra/better textures & shaders.
Note: I am using a few placeholders (the trees) from UDK
Thanks for your time!
Stefan Groenewoud
Freelance 3D-artist
I am just sharing my thoughts and interesting artwork to other artists out there. This blog is used for educational purposes and/or tracking of Stefan Groenewoud his personal work.
Tuesday, June 4, 2013
My first character [WIP]
Here's a quick update on my first character design. It was a ton of fun and I'm also working on my second character but that one isn't really near final so, you just have to wait a little longer. ;)
Stefan Groenewoud
Freelance 3D-artist
I am just sharing my thoughts and interesting artwork to other artists out there. This blog is used for educational purposes and/or tracking of Stefan Groenewoud his personal work.
click on the image to enlarge
Stefan Groenewoud
Freelance 3D-artist
I am just sharing my thoughts and interesting artwork to other artists out there. This blog is used for educational purposes and/or tracking of Stefan Groenewoud his personal work.
click on the image to enlarge
Wednesday, May 22, 2013
Post-Apocalyptic breakdown
Content
- Crafting the idea
- Reference
- Lighting/Color correction
- Detail shots
Crafting
the idea
I had wanted to do a
post-apocalyptic environment for a very long time, somehow I felt very
overwhelmed and couldn't really choose which direction I should take it. I got
very inspired to do this thematic environment because of Unreal Tournament 3,
Gears of War series and lately a game I'm hyped about is The Last of Us. I always
had a warm heart for “the beauty of destruction” but this time I really wanted
to step up to the plate and just do it.
As I am writing this I must admit
that I started to notice how much I have learned throughout the last couple of
months, not just with texturing but also modeling, organization, shader
creation and optimization.
During this breakdown it’s obvious
to me that I could have used a more efficient workflow and I figured how I could
improve this when I start a new project. Also I’ve become more daring to show
off my work in progress, when I started the environment I wasn’t sure at all if
it was a good idea or if fellow artists would like it at all.
I must say that all this knowledge doesn’t come out of
nowhere, I’ve read whitepapers from other developers, I read books about
lighting and composition.
Goals: Large
post-apocalyptic environment, create detailed textures, lots of high poly asset
sculpting, shader experimentation (environmental shader and screen shaders e.g. vignette effect, lens dirt), use
DX11 features like Tessellation and IBR.
Timespan:
I have been working on this project on and off for the last 6 months, in total
I estimate I would have worked on it for 2-3 months. And it’s still on going
with additional asset creation.
To do: Vehicles
(Modeling/texturing a Taxi and Bus), re-adjust/improve additional buildings,
perhaps a fly through video?
During the process I looked up a lot
of reference just to establish the main idea or props that I felt would fit the
scene. I’ve heard it isn’t always a good idea too just focus on videogame
concept art but when I got inspired by The Last of Us it was hard stay away
from this style.
When I started to work on the
project I didn’t had in mind in which direction I wanted the environment to push.
Later on you’ll see my starting point, where I just had been messing around
with temporary meshes and started crafting a broken wall in UDK. From there I
started looking for possible ideas and came with this post-apocalyptic city.
Labels:
environment-art,
environment-artist,
game-art
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