Hey Polycount
my name is jason and I am apart of the character art team at TRS and I worked on Evolve.
I'm starting this thread to share images of work we did on the game. We'll add images as we get them and as the new characters are released.
Also here's the
Link to all the images on the TRS forums
I worked along side with Regie Santiago, Brandon Yanez, Jason Hasenauer, Majid Smiley, and Kurt Papstein with Phil Robb and many other talented people. A lot of the final Character designs are by Moby Francke.
To start off with some work of mine, here is cabot, the captain of the Laurie Anne.
I made the head as well as the hard surface parts. Majid Smiley Sculpted the costume and I did the textures. Though Cabot was always apart of the game, the final concept was by Moby Francke.
The weapons were made by Mike Brainard and Loren Broach.
Happy Hunting!
Replies
Majid Smiley did the High Poly on this character. I did some small stuff like the hat and the Bandolier as well as the game mesh, textures and such. Brandon Yanez textured the face.
Majid Smiley did the High Poly and I did the rest
These look awesome! I'm trying to figure out what is welded and floating with all these layered clothes. The decision about when to weld or not has always challenged me.
Can't wait to see more!
Not really, Turtle Rock is a very collaborative environment. Many of the characters we worked on by multiple artists. Majid did the Zbrush Sculpts of Several Characters. In Griffin's case, after Majid passed me the model, we felt the hat and bandolier should be different so I made those changes then moved on to the Low Poly.
It sounds awesome! Just trying to imagine how you guys zipped inbetween and with each other day to day, besides the source control practices.
Thanks for posting !!
/saves everything to a reference folder
All the weapons were created by Loren Broach and Mike Brainard.
Val
I did the textures and shader work for Val, along with her jetpack model, hair, and beret model. Mashru Mishu did the high poly and low poly torso along with its normal and ao bakes.
Hyde
I was responsible for the low-poly, textures, and shader work. Majid was responsible for the high poly.
Lazarus
I was responsible for the low-poly, textures, and shader work. Majid was responsible for the high poly.
Caira
I was responsible for the low-poly, textures, and shader work. Majid was responsible for the high poly.
I'll see if I can grab any more images this weekend
who wouldn't want Bucket
I'm going to try and grab a render of Bucket for Hasenauer this weekend.
Well done all around! I look forward to seeing more hunters as they're released.
I would like to see some wireframe and Highpoly models
concept and art direction by client, i only did highpoly sculpting, lowpoly model and bakes.
there are few more images on my website.
For low poly we use topogun for UV we use Headus and we bake in xNormal.
thanks again everyone, we got a couple more characters to share too once Jason gets an account and posts them
4 new hunters were released for Evolve and I was apart of making two of them. Slim and Crow.
I was responsible for the High Poly models and Regie Santiago did the low poly and textures.
He'll throw up the in games when he gets a chance, here's the high polys:
Slim
Crow
Here is Slim and Crow's in-game model. I was responsible for the low-poly models, textures, and shader implementation of the two characters. Jason Hill was responsible for the High-poly creation including the pet's low-poly and texture. Mike Brainard and Loren Broach created the weapon models and textures.
Rendered in CryEnigine
Textured in Photoshop
Modeled in Max/Topogun.
Slim - 42k tris // 2048 texture
Crow - 45k tris // 2048 texture
Enjoy!
SLIM
CROW