The Secrets of Diablo Bosses Creation
Events
Subscribe:  iCal  |  Google Calendar
Shenzhen CN   12, Nov — 15, Nov
Busan KR   15, Nov — 19, Nov
Minsk BY   15, Nov — 17, Nov
Minsk BY   16, Nov — 19, Nov
Philadelphia US   30, Nov — 3, Dec
Latest comments
by John Mittal
1 hours ago

Many Oils like Kannauj Attar Manufacturers, Perfume Dealers in Kannauj, Kannauj Perfume Buy Online are available only one place. Yes this is the Ifragranceindia.com for further details you can check product page. http://ifragranceindia.com/

by Mahesh Jain
2 hours ago

Majority of the students choose their preferred language as Hindi while pursuing their IAS studies. IIIASA is the best Jaipur IAS coaching institute for Hindi medium students and help them crack the examination accurately. https://www.iiiasa.com/

Hey, Anthony! Nope, it is different from VR headsets, since it does not require you to split the screen in two, so you can use the majority of AR applications already created for your phone + Netflix, YouTube (enjoying cinema experience)! How does that sound?

The Secrets of Diablo Bosses Creation
3 May, 2016
Interview

Character artist Svein Yngve Sandvik Antonsen gave a detailed look into his amazing series of great 3d models of the most iconic Diablo bosses. He gave a short description of his production process and gave some advice on modeling some of the most horrible monsters you can imagine.

Introduction

Hi, my name is Svein Yngve Sandvik Antonsen, I am a Character artist from the cold ass country Norway. I studied at Idefagskolen, a really great school for learning the basics, but of course you have to work in your free time and really push yourself to achieve a career in game industry.

Diablo_Picture_Wire

Diablo_Picture2

Diablo_Picture4

Diablo_Picture5

I worked for Interceptor Entertainment and have done freelance for companies like Digital Cybercherries and worked on games like Bombshell and Hypercharge.

Diablo Bosses

It all started out with just a 3D version of the fan art of Mephisto by Matt Robinson, who is a great artist.

When I was done with that model I got such a nostalgic kick by it I wanted to continue doing the 2 other brothers Diablo and Baal so I continued with Diablo in a contest on facebook arranged by Jon-Troy Nickel and after that it just escalated to Andariel, Duriel and at last Baal.

Production Process

It starts most of the time in Maya with blocking out a quick block out of the body I want, then I go into Zbrush to sketch out all the anatomy, I always try to sculpt the anatomy from the scratch for each personal character I do, since practicing anatomy and silhouette is extremely important.

When I’ve gotten the right type of shape of the body and nailed the anatomy then I start out blocking out gear part by part, after most of the gear is looking decent, I jump back and forth from making details on the body and the gear until I nailed the look I want for the high poly.

Andariel_Picture1

Andariel_Picture3

Andariel_Picture5

Andariel_WIRE

When the high poly is done I continue with the retopo in Zbursh and cleaning it up in maya from there I bake it in Knald and make textures in either Photoshop or DDO.

Materials

I use Uvlayout to uv my models and from there I bake in Knald. For texturing I used to do all my textures in Photoshop but after using DDO on Baal I will use that from now on when it comes to texturing.

Adding the Details


It’s all about references.

I use a lot of time before I start on a project to gather a folder full of references from other artists and real life, so I can be inspired how the character should look and what kind a details I will make for it.

Baal_Lightsetup

Baal_Normalmap+Albedo

Baal_SveinY3

Baal_SveinY4

Baal_WIRE

Color Scheme

I usually choose colors based on references like if I want some creepy skin for a monster I look a lot at reptilian references since they have a lot of great color in their skin like dark purple where a lot of blood veins are etc.

Great Monster Design

A great monster design is all about getting people to remember it either from how scary or freaky it was looking such Xenomorph that H.R. Giger made, and remember you never go wrong with bunch of teeths and glowing eyes.

Mephisto_Picture1

Mephisto_Picture2

Mephisto_Picture3

Mephisto_Picture4

Mephisto_WIRE

Svein Yngve Sandvik Antonsen, Character Artist

INTERESTING LINKS

APPROACHING MATERIAL PRODUCTION

WORLD & CHARACTER CREATION IN AAA AND INDIE GAMES

INTERVIEW WITH MAKEHUMAN: THE FUTURE OF 3D-CHARACTER CREATION TOOLS

Interview Conducted By Dmitry Burkovskiy

Leave a Reply

Be the First to Comment!

avatar
wpDiscuz
Related articles
Environment Art
Interview
Materials
Character Art
Interview
Materials
Weapons & Props