Monday, June 4, 2012

Mummified Demon

Painful looking, ain't it? For me, this demon embodies the atmosphere and tone of a Diablo game. Credit goes to Chris Amaral for making this guy look so incredibly badass with his amazing texturing skills. His work makes my work look better.

Sunday, June 3, 2012

Diablo 3 Sand Monster

This guy spawns up from a whirlwind of sand and stone in Act 2. The black rock version appears in the Zoltan Kulle fight. The original sand version was concepted by Trent Kaniuga.

Tuesday, May 29, 2012

Diablo 3 Installer Art

I got a chance to contribute some drawings for use in the Diablo 3 installer. These were pretty fun to work on. It's nice to just relax and sketch without worrying about technical limitations or pulling vertices around.

Barbarian Armor and The Templar

Friday, May 25, 2012

The Witch Doctor

The Witch Doctor. This was an extremely fun  hero to develop and probably went the smoothest of all the heroes. It was a true collaboration among many of the team members and I feel the final result was a very unusual and interesting hero. Most of these masks were designed by Trent Kaniuga. I modeled and textured them.

Friday, April 20, 2012

The Grotesque from Diablo III

Diablo 3 is in open beta this weekend, so I figured I'd throw up a monster from the game that tens of thousands of people around the world will be killing repeatedly over the next few days.

This was one of my favorite monsters to work on in Diablo 3. I love creating fleshy, bloody, mutated monsters, and this guy definitely fits the script. He was originally concepted by my friend and former colleague, Cheeming Boey aka Boy Obsolete. Before he scrawled intricate designs on styrofoam cups, he designed and animated many a monster.

This version is slightly updated from the version currently in the game. I wanted to test out some new tools and there were some things about him that bugged me. I brought the model into 3dCoat to retopologize him and touch up his texture in order for him to look a little sharper up close. Since Diablo is a game played from a top down isometric point of view, the in-game assets don't always hold up that well in close ups, since they're optimized for a camera that's pretty far away from the action.

This is not a normal mapped model. The techniques used are pretty "old school" combined with more current production processes. Essentially, what you're looking at is just a basic diffuse texture map applied to a low poly model with all the lighting information painted in.

Thursday, March 22, 2012

Barbarian YouTube Love

Barbarian YouTube Love by anthonysrivero
Barbarian YouTube Love, a photo by anthonysrivero on Flickr.

YouTube comments require a thick skin but it's really rewarding when your work can please even the harshest of critics.

Someone posted Diablo 3 armor progressions on YouTube and I love sifting through the comments section. There are some very passionate fans out there.

Saturday, March 10, 2012

R.I.P. Moebius

One of the greatest fantasy artists (and artists period) of the 20th century has passed away. All the greats are dropping off lately - Ralph McQuarrie, Frazetta, and Moebius.

Monday, January 23, 2012

Dr Sketchys Marathon 2012

Second year in a row for me. Couldn't last the entire time but I had to try. Went digital this time.