Hello polycount
Few characters I want to share with you. Most of them was done for The Farm 51.
I was responsible for everything from concept, through model and texture to render.
Exception was Mummy boss, designed by Piotr Krężelewski (
http://conceptjunkyard.blogspot.com/).
Skinning and rigging was done by our animation team (Kamil Boczkowski and Jarosław Zieliński)
Polycount is 10k tri - 20k tri. 1x2048x2048 textures (Thor 5x2048x2048 and a little bigger polycount).
There will be a few more characters during this month, when all NDA fade out.
Currently I work as freelancer and
Looking for Freelance job. (
www.firebat.pl )
Replies
At the first view, it looks like a normal character with very tiny detail, but if you give some indicator of how big it is, then you convey the titanic scale a lot better.
Its really cool how he wears ship parts, but its not as obvious currently.
The "platform" also indicates that he is a small "model"
Look how 2D artists convey this
http://www.deltaattack.com/wp-content/uploads/2011/08/shadow_of_the_colossus_fan_art_collection_header.jpg
as example.
A strong frog perspective also could really make that one flash
On a side graphic design note, id leave the drop shadows away from the smaller text
Low poly characters rendered in vray.
Hair composed by fibermesh in zbrush. (only for render).
It's just the usual enemy model with many different variations.
HiRess: http://firebat.pl/NPCBeuty_HR.jpg
HiRess: http://firebat.pl/NPCConstruction1_HR.jpg
Sculpt:
This one was posted before on What Are You Working On.
Head is based on scan.
Concepted by collab with Tomasz G
New work I did in 2015 for Platige Image.
Character done for "For Honor" cinematic. My task was: texturing, shaders and sculpting tweaks.
Sword, skinning/posing, hair and cloth simulations done by me only for screen purpose.