AUTHOR
Guillaume Tiberghien
Guillaume is a 3D artist who has worked in the field since 2005. He has worked for the likes of Ubisoft, Warner Brothers and Epic, and his works have appeared in popular game franchises such as Assassin'sCreed, Fortnite, Borderlands, FarCry, and RainbowSix. He is currently working as a character artist and art manager at Keos Masons. artstation.com/gtiber
Guillaume is a 3D artist who has worked in the field since 2005. He has worked for the likes of Ubisoft, Warner Brothers and Epic, and his works have appeared in popular game franchises such as Assassin'sCreed, Fortnite, Borderlands, FarCry, and RainbowSix. He is currently working as a character artist and art manager at Keos Masons. artstation.com/gtiber
DOWNLOAD YOUR RESOURCES For all the assets you need go to https://bit.ly/3D-world-kitbash
FIGURING OUT THE LIGHTNING
I was planning on using a 3D mesh as the lightning, but it did not work out the way I intended, and I was stubborn to change my technique. After some time, I had to resort to painting the lightning by hand over the image in post-processing. It was a great learning experience: I should not be precious about my ideas and be open to new techniques that I am less familiar with. I since then found ways to use lightning as a mesh, but it has to be in motion where the lightning is visible only briefly (see Kylo Ren on my ArtStation page).