These are screenshots and video showcase some of the assets that I contributed to Dragon Age: Inquisition. Credits on the bottom.
Julio Juarez
3DBrushwork.com
VIDEOHearth DogDreadWolf TotemFade ShardCementaryOrlesian WheelCREDITS
Orlesian Wheel: Modeling and texturing of this asset.
Hearth Dog: Modeling and texturing of this asset.
Dread Wolf Totem: Modeling and texturing of this asset.
Fade Shard Detailed: High polygon details, rendered in Z-brush.
Hearth Dog: High polygon details, rendered in Z-brush.
Cemetery: Modeling, texturing of gravestones, stone sculpture, and embrium.
Replies
Cracking work chief.
Odium, I personally didn't work much on the rocks themselves but there was several artist that dedicated most of their time to making rocks that where very reusable. I am very impressed with the hard work that went into creating all the animated greenery. The Environments felt alive because of that.
In a funny way, a lot of the metals reflected in such a way where I was thinking "They are SO accentuating the PBR-ness of Frostbite 3 right now. Hahah!"
Love that Dreadwolf totem and fade shard btw!
Would be cool for other artists who worked on the game to post some of their work.. if they haven't posted already
Brian, It was a good experience implementing PBR. I found it eliminates allot of the guesswork and it makes it easier for a team of artist to create a consistent look which is always an issue.
Chantel, The fade shard was my personal favorite out of the two. I like the design and the modeling challenges it presented. All the pieces where modeled separately in 3Dmax (skull, branches, stones). Then I used zbrush dynamesh to merge all of the details into one model and finish the details.
jsargent, thanks for the suggestion. I'll take it into consideration.