Art Director / Game Developer
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Bloody Necromancer

March 15th 2016

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I started this project inspired by a necromancer concept done by Fenghua Zhong, but I wanted to take it to a different style and mood, so I ended up creating and designing most of it.
I`d like to say thanks to my coworkers Corey Johnson and Rich Lyons for the cool ideas during the development of this piece.
Maya base mesh, zbrush sculpting, Substance Painter for texturing and Marmoset Toolbag 2 for rendering.

Thanks to TexturingXYZ for providing me amazing displacement maps. I love it.
I crunched a bit to finish this in time for GDC – 2016 – I`ll be at Allegorithmic booth presenting this year and I`ll go thru the texturing process of this piece and also discuss the use of Substance Painter in our pipeline at Naughty Dog on Uncharted 4.

More info about my GDC presentations (4 in total) can be found here – https://www.allegorithmic.com/blog/gdc-schedule-announcement

_ps: – You can watch some of them here –

https://www.allegorithmic.com/blog/gdc-2016-theater-sessions