1. #16
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    Amazing work. What's your general workflow for thiS kind of project. How many did you have to work on at once?
    Last edited by WilbertPierce; 09-22-12 at 10:49 AM.

  2. #17
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    Default Concept credits

    Did you conceptualize the creature design , or where these pieces a part of the company decision as a team?

    Nice !

  3. #18
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    Fantastic Designs! I look forward to killing your creations soon

  4. #19

  5. #20
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    some lovely sculpting..

    but can I just say that reptiles don't have mammary glands... its a small point, but it spoils that design for me.

  6. #21
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    These figures are great and inventive in memorable ways and they work so well together as a set. Love the final renders. The colors and shading have just the right amount of details.

  7. #22
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    BUSNISMANPATRIOT - thanks man
    Yeenke - thanks dude
    BoBo_the_seal - thanks man, love the work you did on darksiders. you're a real beast sir
    Eiad - thanks
    blueferret - appreciate the kind words
    SolidSnakexxx - thanks dude, glad you like them
    sculptor.zb - thanks man
    MattSkinny - thanks man, rigs were simple so we had to put more expression and attitude in the face and body.
    Eonsuu - thanks man. glad to hear youre liking the game. i havent talked to anyone whos played it yet. good to hear its well received.
    massgard - thank you, animal anatomy is rough. i still dont feel comfortable with it. reference is key for sure. glad you like it though!
    aliengraphic - appreciate the comments
    Morgaine - thanks! good to hear youre playing the game and liking it.
    pOiNtPuShEr - thanks Danny, hope all is well you dude! we should meet up sometime soon. its been too long my friend. i miss your face haha
    WilbertPierce - thanks man. generally we had 5-10 workdays to complete. i only worked on one at a time. workflow consisted of basemesh, sculpting, retopo, uvs, bake maps, texture, and then paint skin weights. pretty standard practice for any game studio.
    Medicinehorse7 - more of a team decision i would say. the art director always said a good modeler can make a concept but a great one can make a concept better. so, some of these i took some artistic liberties that i felt made them stronger designs. whereas, others i just made what was in the concept. it really depended on feedback from the team and lore behind each character.
    SammehSAMURAI - haha thanks dude! kill away!
    makan ansari - thanks
    digi-mech - to each their own, thanks for checking it out.
    ArtBot - thanks dude, glad you like 'em!
    Last edited by jjvdb15; 09-23-12 at 02:02 PM.
    James Van Den Bogart
    Sony Santa Monica
    http://jamesvandenbogart.com/
    jjvdb15@gmail.com

  8. #23
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    great Stuff James!always a pleasure to see your new Stuffs!
    --------------------------------------

    Mohammad Modarres

    Website

    Blog

    ZBcentral sketchbook




  9. #24
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    Amazing characters!Beautiful work

  10. #25
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    Great jobs, i'm still in the learning process but i want achieve that level of amazing sculpts.

  11. #26

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    I love that there is very little drop in quality between the high-rez versions you've shown and the in game versions I see just about every night now.

    Having come from other MMOs, GW2 is such a fun experience and a lot of that is owed to your great work.

  12. #27
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    Great work Jim! You made our game AWESOME! Can't wait to see what you're working on now.

  13. #28
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    Great work,

  14. #29
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    Default See basic skills are solid, the final effect rendering engine?

    See basic skills are solid, the final effect rendering engine?

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