Here is some of the work I did for Geneforge 5, a classic roleplaying game just released by independent developer Spiderweb Software, Inc. I used Blender for base meshes and scenic work, moved to Zbrush for sculpting and some texturing, and rendered everything in Blender. Everything was obviously finished in Photoshop. You can check out more about the game and download a demo at:
This is a Shaper, so called because he has the power to form various creatures to do his bidding. The creation in the midst of being shaped is called a Wingbolt.
This is Rawal, a Shaper who wields sinister control over the player at the beginning of the game. Behind him are various creations called (from left to right) a Roamer, War Trall, and Kyshakk.
And finally, the Death Screen. Those who are not very good at Geneforge 5 will see this one a lot :). The small lizard in the background is called a Fyora.
You can see more of the work I did for Geneforge 5 at my website (warning: there may be spoilers): http://www.benresnick.com/
The first and the third are very nice. It’s just what I would expect from a good RPG
The second seems to have kind of unbalanced contrast or what, making it flat. And the halo doesn’t fit there, IMO.
The mountains in the background are also generated in blender? They look amazingly realistic.
Great work as usual, I’m curious about a couple things, one, how did you do the mountains in the backround, is it just an image? Are your halos post pro, or done in Blender? Also, how long did it take you to make these?
Hi, thanks for the comments. Regarding the questions about the mountains: they were not created in Blender, but are digital matte paintings. I’ve seen some landscape work with displaced terrain that looked ok in Blender, but it never matched the work done with digital photos or with programs like Vue. Thus, architectural stuff in the Geneforge illustrations were done in Blender; environmental work was stitched together with photos in Photoshop. I don’t know if that changes your perception of the artwork or not, but I hope it doesn’t; it’s really the final product that matters, IMO.
Spiderweb Software has produced some of my all-time favorite games (the Exile series especially). I’m ecstatic that this is finished, and I’m also excited that Blender was used to work on those games.