BreakDown - Laserhund- Wolfenstein The New Colossus-
in game model
in game model
in game model
Blockout model for the first encounter in the game during production
First time the player gets introduced to the laserhund in the game.
Basic skin/rig add to the laserpuppy by animation department.
EARLY prototype of the push animation
substance painter progress
substance painter progress
substance painter shots
We had a version of the laserhund with a battery on it´s back - it was the weakpoint/stealth kill approach for the robot
We had a version of the laserhund with a battery on it´s back - it was the weakpoint/stealth kill approach for the robot
Prototyping the animations of the laserhund by the animation department - using the blockout model. Added dark textures to the model, just to see if the silhouette can stand on his own. Like you see we really pushed the agile/sneaky movement of the robot
Layering really can sell a design + having different materials on top of each really breaks boring color patterns
Did not spend too much time on it, cause it´s pretty hard to notice it anway
Layers always make your design more believable + they are great to display grades of damages for gameplay
Making it flat first and then bend it into an interesting shape. Could use FFD modifiers for small tweaks.
Making it flat first and then bend it into an interesting shape. Could use FFD modifiers for small tweaks.
Basic linking in 3dsmax, trying to do this with all my designs, just to see if they work before starting detailing. You wanna make sure things work before sending it to the rigging department.
Layers always make your design more believable + they are great to display grades of damages for gameplay
Concept art can be found in: The Art of Wolfenstein II: The New Colossus
Concept by PER GULLARP
Hope this is useful - If you like these breakdowns
Have a look at this one which is over 380 pages of content
https://artstn.co/m/XmvyB