Here's some of the models i did for Spyro: Dawn of the Dragon
this was my first job in the industry. I was working on several characters at the same time , switching from one to another, so i don't really know the time i spent for each... probably 3 weeks or something...
(diffuse maps for these models were done by Valerian Taramon)
This dragon model is partly based on Dean Ferguson's model from the previous game:
Modeling for this one was done by both Antoine Kinget and myself:
(additional arm texturing/ Normal map by Laurent Dury & Maxence Fleuret)
the lowpoly (?) of the rock-thing seems to have no real normalmap on it.. can´t see any of the hp details there
yep, you're right
i should have tried to make a better lighting/shading for presentation.
For the shot i used the cgfx shader that was made for the in-game models, but it's quite hard to tweak, and the normal map always seems washed out (whereas a simple blinn shader with the normal map looks ok)
PixelMasher > Actually, i used mostly standard, flatten and slash brushes, and no alphas.
That was the first time i was working on a rock-made character...the studio boss was going nuts seeing the amount of time spent sculpting every detail... i suspect i was on his black list for a while after that :]
I edited the first post cause i forgot to credit Dean Ferguson. He made the model of Ignitus (the red dragon) from the previous spyro game. I used several parts of it as a starting point for the new version.
Just so i don't bump this thread without pictures, here's the high poly model of the last character:
i also thought about what rollin said, and i tried to get the golem into Unreal 3 editor... don't know if it's better, but at least the normal stand out a little more.
oh, and is it possible to change the FOV of the perspective in unreal ed viewport ? it's way too high by default...
I love that top character, really tight work there. Hard to tell much on the other images though since they are on black backgrounds, but they still look pretty badass from what I can tell.
Replies
Those are mighty impressive, the rocky guy ROCKS.
1. dragon is my fav
Congrats! Bosses are the coolest things to work on!
great rock sculpts up there.
anyways those are some stunning sculpts man keep up the awesome work!
yep, you're right
i should have tried to make a better lighting/shading for presentation.
For the shot i used the cgfx shader that was made for the in-game models, but it's quite hard to tweak, and the normal map always seems washed out (whereas a simple blinn shader with the normal map looks ok)
PixelMasher > Actually, i used mostly standard, flatten and slash brushes, and no alphas.
That was the first time i was working on a rock-made character...the studio boss was going nuts seeing the amount of time spent sculpting every detail... i suspect i was on his black list for a while after that :]
Malus > here are some wires
congrats!
still have to play this game, looks really nice.
awesome works you got there, man.
that's pretty amazing stuff!
and congrats on the gig!
I edited the first post cause i forgot to credit Dean Ferguson. He made the model of Ignitus (the red dragon) from the previous spyro game. I used several parts of it as a starting point for the new version.
Just so i don't bump this thread without pictures, here's the high poly model of the last character:
i also thought about what rollin said, and i tried to get the golem into Unreal 3 editor... don't know if it's better, but at least the normal stand out a little more.
oh, and is it possible to change the FOV of the perspective in unreal ed viewport ? it's way too high by default...
(http://smuggledpixel.free.fr/spyro/Jasp_Spyro_Golem.jpg)
Awesome stuff.
great work!