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John Hayes
zugok
Modeling and animation


Location:
Sunnyvale, USA

Member Since:
January 2006

Last Updated:
30 October 2009

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Tyris Flare Fiends Path
Maya, Modo, Mudbox, Poser, XSI, ZBrush
April 2009


   
The Tyris Flare Fiends Path variation, I created for the Sega video game, Golden Axe Beast Rider released on the Sony PlayStation 3 and Microsoft Xbox360.

This is the final in-game power-up design created by our in-house concept artist Marc Holmes. The design was heavily constrained by a rough early design created during pre-production, we then improved the character by giving her a more appealing, harder, and more barbaric feel. All the costume variations had to work with the same body as the parts had to fit onto it without changing the base mesh.

The characters were modeled in Maya, high-rez sculpt created in Zbrush, normal maps created in Mudbox, ambient occlusion in XSI, textures edited in Photoshop and Modo used for UV unwrapping, texture clean-up, and rendering. The character is roughly 13000 polygons with two 2048x2048 image map sets.

Using Modo's subsurface skin shaders, and some saturated image maps I was able to get some color variation in the skin, as I had hoped to get a look similar to a Frank Frazetta painting, however I am not sure what other techniques I can use to get closer.

 
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