Timpulse

Timpulse

Joined Member # 3156680
1 Posts 14 Replies 558 Reputation

[quote]...I'm kind of like the Dwight Schrute of UI... ...Nate is like the General Eisenhower of art design:[/quote] Hey Caryn, you referenced not one but two different Dwights. Now [B]that's[/B] creepy :LOL:

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[quote]The normal Maps are looking Grade A by the way[/quote] Thankyou, OrleanKnight! We're giving it our best. I have to say that often my most favorite part of what I do is handing my model over to the animators and watching this static thing come to life and become a dynamic personality in the game. Then our FX guys come in and REALLY put it over the top with coolness. The "whitebox" approach allows us to see our character operating successfully in the game [I]befo

72 Replies 129,276 Views

[quote]Queen of ThornsIs that the official name for the lady in the flower?[/quote] It has been said that to utter her [I]true[/I] name is to invite an untimely and horrific death...

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[quote]You said you haven't used Zbrush in a few years, what suite have you been using? 3ds Max? Blender (har har?)? What was the deciding point (if someone can answer) to use Zbrush over any other suites?[/quote] Now that I'm done laughing, I should answer your question. Most of what we do is generated in Max and exported directly into the game. The Zbrush pass is strictly for developing a normalmap which is applied to the low-poly model in-game. We always [I]strive[/I] to be as eco

72 Replies 129,276 Views

[quote]Soley based on design, which character(s) would you say is/are your favorite(s)?[/quote] My favorite so far is the Unclean Beast. I've always loved spikey monsters, but in this case, I really like the notion of a vile and bestial creature striving for godliness.

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[quote]You've got some great concept art and now, need to model it out, map it and incorporate it into the game. How do you bring together a new demigod concept into the game? Are the skills, animations, and feel for the character tweaked after its modeled and ported in?[/quote] The "whitebox" process begins with a fairly rough model which establishes the basic form, proportions, and initial scale of the character (no UV-mapping yet) which is rigged up and exported to the game with a co

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I represent roughly half of the Demigod character modeling crew. I say “roughly” because, while Matt Dudley and I are currently the only ones tasked with modeling and texturing characters at this stage, Nate has also had his hands in some of the earlier modeling work. (Furthermore, I believe that Matt is an inch or t

72 Replies 129,276 Views