It's obvious you are seriously talented. I'll definitely keep your contact information for my future projects.
Artist: Mathias Koehler
Site: www.optisch-edel.de
Contact: info@optisch-edel.de
Hi, I'm an Illustrator, Concept Artist and 3D Generalist with a degree in Industrial Design.
I provide a wide range of skills including:
- drawing and painting and texturing
- modeling and sculpting
- lighting and baking
- rigging and animation
I have a keen sense for design. I like mechanical things, but am also comfortable with character or environmental work.
To give you an idea what I could do for you, here are a couple of things from previous projects:
Go to the last post for most recent work.
For more, head over to my portfolio.
I'm looking for new work opportunities in the indie sector, so don't hesitate to contact me! I'd appreciate any kind of feedback or questions.
Last edited by optischedel; 02-18-2013 at 11:44 AM.
It's obvious you are seriously talented. I'll definitely keep your contact information for my future projects.
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Hey, thanks a bunch! Looking forward to working with you.
Hi optischedel, nice portfolio you have on your site. IMHO you have many nicer pictures than the zombie chrome sketch hereThe frog is cool
Viel Glück! - Good luck![]()
W3Filter - Comics, Cartoons, Tutorials, some nice Links I found, future place for my games, all with nice self-created graphics.
A few more years of patience, evening school finished, kids old enough => full boost
I'm available again, at least for the next couple of weeks. Hit me up.
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Just a quick post to say that I've been working with Mathias for the past couple of weeks and I'll continue to do so on a part-time basis going forward. As you can see from his portfolio he is a very capable 3D modeller and 2D artist, and his communication skills are also excellent - if you think you might need his services, I can vouch for his professionality and ability.
Here are some recent character concepts: Zombie Archetypes. I think it's a cheap trick to use use blood or excessive gore elements when creating zombies. Instead it's much more important to get the body language and pose right. Once this is done, you can always slap on some blood for maximum effect.
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Been doing a lot of environment illustrations in the last couple of months. Here are a couple of them.
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I've done concepts for and then all the game assets themselves, except for the skybox.
Last edited by optischedel; 09-07-2012 at 08:35 AM.
All ship assets are normal mapped, baked from a proper high poly source. This allows for actual light responsive edge highlights, instead of faking them via texture. It also creates much more interesting surface shading.
You can see the difference with and without normal map here(before a final detail pass):
You can see, normal maps, when used properly, are not just glorified bump maps.
Last edited by optischedel; 10-05-2012 at 04:04 AM.
More work for Deep Space Settlement. Refinery and Solar Station Assets:
I'm available to take on new jobs in the next months. Get in touch!
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