Hey all,
*(Some of these models may contain shared assets (to create unification in the world) created by Ty Shelton, Hoover Abejero, and Abraham Valdez.) Original concepts for these models were generated by Susan Luo, Matt Kohr, and Derek Smith.) Texture work for the final ingame models (not shown) was created by Dave Graham.
This image shows how Zsketch was used primarily as a tool to start the generation of the model from 2D to 3D. This process also allowed the model to be viewed quickly (exporting out the rough sketch.) This sketch could then be viewed inside the game engine getting approval for size and scale before the final model was even started.
Finally here are some random WIP images. Some of these have been floating around Pixologic’s site, I just never have gotten around to creating unified renders for them. All images are rendered in ZBrush (with varying matcaps/custom matcaps.) (Some of the non-custom matcaps are: Frederik Storm’s fs_workmat, Michael Angelo Hernandez’s mah_blue-gray_clay, and Lucky’s Lucky_1.)