Alexander Börner
is aSenior 3D Artist
from Halle (Saale), Germany
Skills
Styles
Tools
Female and Male Ecorche
Personal anatomy project which is aimed for realtime purposes. Everything was modeled and sculpted from scratch in order to get better in human anatomy. I'm also selling it, therefore I made the decision to go for a semi realistic friendlier anatomy style in order to stand out from all the super realistic pieces and find a niche.






Skull 2.0
Realistic and detailed skull based on a CT scan. Carefully cleaned and fractured by hand. Reviewed by doctors and professors of the anatomical faculty of Martin Luther University Halle. Modeled in ZBrush and textured in Substance Painter.









Character Study (WIP)
The character is based on an illustration by Stepan Alekseev:
https://www.artstation.com/artwork/Jgx6R
Although there is an illustration I must design several areas from scratch.


Age of Empires 2 Definitive Edition Anniversary Background
As part of the Age of Empires 2 Anniversary Celebration we at Forgotten Empires recreated the original background scene with a mature, sophisticated and detailed look. I created the 3D scene with its composition and lighting. The rendering was then overpainted and improved by Sebastian Bretthauer who brought the background to the next level! https://www.artstation.com/sebbretthauer.


Stylized Heads Study
The heads are based on illustrations by Tooth Wu:
https://www.artstation.com/artwork/GXZQnd




Album Cover
An album cover for friends of mine. The goal was to illustrate their current album with three different “emotions” hope, sadness and lust.
I also used Houdini to break up the decimated model by adding a procedural unfolding effect.
I mainly used the Kodak 2383 LUT for color grading.






Age of Empires 2 & 3 Definitive Edition Character Examples
Responsible for Modeling, Texturing, Rigging and Implementation.
















Burg Giebichenstein
A historical visualization of the Upper Giebichenstein Castle in Halle, Saxony-Anhalt, Germany. A collaboration with historians of the city museum in Halle.
The whole modeling was done in Houdini with several procedural tools, to quickly build various buildings in the same style. Also the cliff detailing was completely procedural. Everything was textured in Substance Painter and rendered in 3dsMax with Corona Renderer.



2D and Concept Art Examples



