ZBrushCentral

some stills from my reel (troll nudity)

lovely renders dude :+1:small_orange_diamond:+1:small_orange_diamond:+1:…specially like the crew :):):slight_smile:

very cool works

all of here are really very cool

Hi Darrenw,
I am really amazed by this project. all the character designs are great. Also, i checked the video on your site. Lots of cool stuff, I really loved the Siamese creature fighting with each other. The animations were pretty good as well.

I was wondering, how many people participated in the project ( did you make all the characters?) and how long did it take you?

Thanks for sharing

Ichiban: thanks for your comments. I’ve been working on the project for between three and four years as art director, Kem started around the same time working on animation and some modelling. About 2 years ago the team expanded to about 11 max. Its a very small team for a game project of this scale but everyone on the team worked incredibly hard to get it done. The majority of the time was actually spent on environments the characters were finished relatively early on and were the least stressful and most enjoyable element of the project.
Out of the 2 group shots posted previously I modelled all the characters in the first post, the additional 10 or so characters in the second image were created by either Kemal kemal, Rob Thornely or Tony Tewes.

I actually sneaked my dw3 entry into those shots as well. Here’s some more detailed shots of him

ne0098.jpg

Attachments

ne0048.jpg

nemus_everto.jpg

ne0028.jpg

ne0079.jpg

ne0088.jpg

renders_first_sighting_768.jpg

Nice!!

It’s indeed a very inspiring work. I have been working on a small project too and yes, it’s a lot of work but lots of fun as well (definitely for this project i didn’t get 4 years ;). As soon as I can i will post some of the characters an assets on my sketchbook.

anyways, keep them coming. thanks

Very nice work ! great character :+1:small_orange_diamond:+1:

thanks for all the comments guys, here’s some more detail on the hero character. think he’s the player character and is just over 10,000 tris.
I don’t know if its just my screen but the first image looks a bit squished. we had this as a huge 6ft printed canvas in our office which was pretty cool.
hero.jpg

Attachments

ht0001.jpg

ht_wire0001.jpg

ht0057.jpg

ht_wire0057.jpg

hc0034.jpg

here’s a really old version of the hero. i gave him a hair cut and had him on the protein shakes for a while and he eventually evolved into the guy above.
hero2.jpg

hi darrenw
it looks really nice. definitely the latest hero is better imo. The protein shakes worked indeed. I also think the knee pads gave him a more solid look. cool stuff

I like the old hero too! We don’t see enough lanky guys around anymore, everyone is so bulked up. :slight_smile:

The gear on the evolved hero is fantastic. I’m wondering how you did these color renders? The ones on the platform.

thanks guys,
jbuck. all the renders were done in max using mental ray with final gather and gi. the fast sss skin shader was used in most cases. generally I had a single directional light, a strong coloured backlight and either a skylight of some kind of ambient fill.

here’s some more images of the troll and the troll mum.
troll.jpg

Attachments

troll_800.jpg

troll_mum02.JPG

and here are a few more images of the conjoined troll king.
[attach=132356]tk0000.jpg[/attach]
[attach=132357]tk0123.jpg[/attach]
tk0274.jpg

Attachments

tk0000.jpg

tk0123.jpg

cool stuff man! Very nice sculpting and textures.

I love the guy with the siamese twin. They’re either locked in eternal biological conflict, or singing a duet! :cool:

Hi darrenw! Great new pics! The textures on the troll and troll mum are awesome! Those 3 pics of the conjoined troll king are hilarious! :+1: !

This is looking very cool. I love the conjoined troll yelling at himself!

thanks for the comments guys, here’s a few more renders.
barbarian.JPG

Attachments

engineers_room.jpg

quad_bot.JPG

here’s a couple of still lifes

table_items_1.JPG

Attachments

table_items_2.jpg

so you do all this by importing base meshes from maya?