My focus has been on the Warhammer 40K MMO but I was fortunate enough to contribute a bit to Darksiders. I had a blast on these!
Straga:
I worked with 2 other artist on him. His body was made by Cliff Young and his hands are by Josh Coons.
I sculpted, Modeled, and Textured his head.
Eartcracker:
I was task with making a simple texture variant for the
Gholen but I could resist changing him up more than just a texture. He was a rush job, squeezing him in at the end of the project, but I like how he turned out.
Sculpt, Model, Texture
Trauma:
I did a lot of polish texture work on a few of the characters. Trauma was my favorite. The model was made by Brian King and the base Texture was by Pio Ravago. Both are complete bad asses! Working with Pio's base, I put the finishing touches on his textures.
- BoBo
Replies
Amazing work as usual! I beat the game not too long ago and saw you in the credits .
I really love the art style of this game, seeing this makes me want to play it some more.
Thanks for sharing!
Congrats on another shipped title under your belt .
John
your a beast :P
*saved*
By any chance do you know if any Environment Artist's that worked on Darksider's has released any work yet? Would love to see some of that as well!
Congratulations!
Also your work is beyond great man, as said earlier. That shader is prime. Also the texture work is jaw dropping.
Do those bottom guys ever sleep? Or did they just have to get good at sleeping standing up?
badass stuff, have been waiting for an art dump from someone!
Just as others have said, these guys are sick. I can't wait to see your contributions to the 40k mmo now.
On a side, I have a question regarding characters in the games cutscenes. It's a bit of a side thing but considering your eye for great character stuff maybe you can answer :
I noticed that in the game, realtime cutscenes involving the main characters look quite different from the rest of the game - as if the engine was switched to a much higher quality mode. It felt like more frames (30 to 60 fps maybe?) or maybe more antialias and less texture compression. It somehow felt almost real to me - the sculpted details suddenly had much more impact. Any ideas ? It was very striking when talking to that blue guy asking to collect a certain number of souls.
Thank you so much for sharing!
I really love the most the back of the first head .. colour variation, contrast, interesting pattern.. all there
you are really one of the few people around who knows how to apply old school hand painting to normal mapping stuff..
I'm really curious about the w40k stuff you're doing.. can imagine you're making the chaos troops
oh.. and now you can call yourself "polycounter" one more year without posting something
Loving the game aswell, although didnt quite like the intro it soon got awesome, lots of great character/environment art. Vfx were real nice too. very pretty
Awesome work, i really like the style you guys put into this game.
Looks like a lot of fun, looks like stuff I would have loved too.
maybe this is a stupid question but is it normal to make the hands seperate objects on regular badguys as well as bosses, or is that just how you've displayed 'em?
i saw the concept dump at autodestruct site.
must be lot of fun to work off such great concepts.
i havent had much time to fully appreciate Darksiders yet, I'm just tossing that out there as an idea.
Awsome stuff thanks for sharing!
Its good to be the king
DnS: Sorry, we can't release any game assets, that includes the texture flats.
JasonLavoie: I don't know if there has been any released yet but I hope they do.
Gallows: I didn't do any 2d concept work on Darksiders but I have on 40K. It will be a while before I can show anything though
Jackwhat: Demons don't sleep!
pior: We have cinematic versions of the models with hioher texture sizes. It allows us to retain the style of the game while adding in a little more detail for the close-ups.
Kevin: I love sculpting! I like it more than anything else. Yeah I'll be making stuff like this for a while :poly121:
ScudzAlmighty: Nah I just did it that way in the render to show more of the fun stuff in the sculpt.
moose: Yup that's what we did too
NathanA: In that case it was based on experience. His body and hands were built by environment artist using environment techniques. Getting the right people doing what they do best always makes things go faster. I tend to do more and more collaborations these days as my duties as lead seldom give me time to do a full character. I do a lot of prototyping and setting guidelines. For instance, on 40K you'll see a lot of heads and base characters by me that are geared up by others.
Thanks again guys!
- BoBo
We need to hit up Poke-e-Joes sometime soon.
this is goin right on the desktop =D