Artstation Hungry Shark World

artstation Hungry Shark World
artstation Hungry Shark World

Artstation Hungry Shark World Hungry shark world first launched in 2016, creating a fun and imaginative world for millions globally. an enthralling game that invites players to explore a variety of marine landscapes, encounter various species and collect your favourite shark characters. this collection is a tribute to the shared passion, dedication and combined teamwork of everyone at ubisoft london. a studio that has. The 10th anniversary update for hungry shark world mobile game is one of our most ambitious. it adds a playable uber apex predator, some character skins and loads of quests to play with every shark character. for this update, i had to produce one of my best splashscreens for the game, many character posings, one short animation trailer and other cool animations for our social networks. in.

artstation Hungry Shark World Fan Art
artstation Hungry Shark World Fan Art

Artstation Hungry Shark World Fan Art Background assets for ubisoft's mobile game "hungry shark world." models done by me. textures done by han hunter @ artstation artist hanhunter3d. Shin sharkjira hungry shark world. this is shin sharkjira, the next big shark for hungry shark world! i was tasked to concept and create the the game mesh from sculpt to engine. with a lot of support from the art and design team, this is the result we reached 🙂 rigging and skinning was handled by our great animator francesco sala. The 10th anniversary update for hungry shark world mobile game is one of our most ambitious. it adds a playable uber apex predator, some character skins and loads of quests to play with every shark character. for this update, i had to produce one of my best splashscreens for the game, many character posings, one short animation trailer and other cool animations for our social networks. in. Here are some of my favorite illustrations & animations i produced for the mobile game hungry shark world. base characters game models created and produced by fgol studio. for some assets, i modeled from scratch the environment objects. i used zbrush to sculpt details on elements like the rocks. modeled additional details on characters when necessary for the trailers, i only worked.

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