Really nice!!! Keep up the good work sir. Though I have a question for you. did they model this as low-poly in 3ds max and than sculpt, rendered it in zbrush?
Or They just modeled and sclupted this in zbrush. If so, wouldnt this model is refered as a high poly model?
Is it ok to use the high poly model in the game? (espacially in PC games)
I ask this because I am still learning how to manage the polys in my model so I can save much memory for the rest of the scene.
Thank you so much for the reply Bobo! It's cool to see what higher texture rez can do. It really made the cinematics much more believable to me and gave the characters so much presence. NEAT!
Wow, I've been following you for years and it's nice to see that your incredible hand-painted texture work and great modeling merge so well with your ability to sculpt digitally now, too! Great work BoBo, this is very inspiring. It's going straight into my inspiration folder!
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.
Makes sense, especially on a character that large. Can't wait to see the 40k stuff.
Very interesting style and well done, and interesting to see how work was divided up on complex characters. Can't say i've seen it done like that before. Looks like it was a fun project.
absolutely loved the art style in this game. Always wanted to see a game with well made fantasy art with normal maps, you guys were the first to pull it off on a grand scale.
Awesome models, BoBo - fyi.
Concept Artboy, Paul Richards has also added TONS of Darksiders concept work to his blog at; http://www.autodestruct.com/concept.htm
Paul's work can be described in a single word: "Whoa"
And if you dig the concepts and feeling a little ballsy, check out more of Paul's stuff at the main .com site..
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Replies
Really nice!!! Keep up the good work sir. Though I have a question for you. did they model this as low-poly in 3ds max and than sculpt, rendered it in zbrush?
Or They just modeled and sclupted this in zbrush. If so, wouldnt this model is refered as a high poly model?
Is it ok to use the high poly model in the game? (espacially in PC games)
I ask this because I am still learning how to manage the polys in my model so I can save much memory for the rest of the scene.
And Sick.
Jaw-dropingly Sick.
This is some damn nice work!
and then i threw cars at it! .
I can't wait to get back into playing it. The art is schweet. I'm looking forward to an awesome 40k post.
Now um what other polycounters worked on this game? Post your evils danget!
"Skiffy the junkyard monster shuffles in anticipation"
AWESOME
Makes sense, especially on a character that large. Can't wait to see the 40k stuff.
Keep it up ...
Concept Artboy, Paul Richards has also added TONS of Darksiders concept work to his blog at;
http://www.autodestruct.com/concept.htm
Paul's work can be described in a single word: "Whoa"
And if you dig the concepts and feeling a little ballsy, check out more of Paul's stuff at the main .com site..
dp
dp