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mojette — Beggar

Published: 2007-07-07 16:55:06 +0000 UTC; Views: 23413; Favourites: 132; Downloads: 4332
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Description the beggar was made 2 years ago with ZBrush 2 3dsmax and photoshop cs

I worked on assassin's creed for 2 years and made nearly 48 characters (complete with accessories clothes faces basmesh textures etc...)

I will be able to release images as the characters get featured in videos or magazines.

this character is featured in "Assassin's Creed
X06 Onstage Demonstration Cam HD" [link]

ps: the design is from Patrick desgrenier.

this is the property of ubisoft
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Comments: 15

zubair43 [2019-08-26 07:22:44 +0000 UTC]

amazing concept

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dandolf [2012-12-21 17:36:47 +0000 UTC]

this is REALLY cool

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Yarhooee [2011-12-08 05:26:20 +0000 UTC]

Awesome!!!!

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mxrbidsins [2010-10-03 22:11:51 +0000 UTC]

C: this is in the Assassin's creed limited edition artbook. thats really neat that you were able to work on this

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LileyLover [2009-03-14 22:44:53 +0000 UTC]

Amazing work sir but I must admit, and I do understand why they're there, that beggars are quite annoying.

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qwerty1198 [2008-12-03 02:36:32 +0000 UTC]

You seriously made the models for that game?!! You're my hero!!

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WieldtheKey [2008-07-31 17:07:53 +0000 UTC]

This must be the dude who always randomly comes up and punches you in the face. That always aggravated me while playing, but the design is great. I adore the visuals in AC.

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The-3DArtist [2007-11-19 09:35:50 +0000 UTC]

This guy pushed me in the drink on the docks. Killed him every time I saw him after that. Wonderful model. One of the cooler looking of the bums/drunks in the game. I especially liked his cloak, weird I know but it stood out to me while playing.

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zoomzoom [2007-08-27 05:52:20 +0000 UTC]

right on great... what can i say...
r u using alpha for those holes or is it all modeled?

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yagosanz [2007-08-12 21:30:56 +0000 UTC]

Omg...incredible.

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KaosKongo [2007-07-11 09:23:43 +0000 UTC]

amaaaazing attention to detail mate. Unbelievable. When you're relatively free, i'm really hoping you do at the very least a basic tutorial/overview of how you work etc. so that all us hopefuls can get a fair idea of the genius behind your art

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CanisLoopus [2007-07-08 15:48:36 +0000 UTC]

Awesome modeling mate! Very cool! I have nothing to complain!

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jbballaran [2007-07-07 22:53:18 +0000 UTC]

Hi mojette. I'm getting to be a big fan of your work. Specially now that you worked on one of the most anticipated game ever. Your models are inspirational.

I was just curious about your workflow in terms of where you create your base mesh, UV layout the thing, and when you actually put the details in zbrush... Which one comes first? I got Zbrush 3 and I'm using Maya as my 3rd party software. Just a bit lost as to how to start out. Any chance u can give me some pointers?

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Chasarsis [2007-07-07 17:52:38 +0000 UTC]

I am so curious about your process in creating these

What size texture maps can use for the game, and what polycount can you go up too? Because that silhouette is incredibly smooth, and its crazy for me to think what size map you'd need to have those kinda of details on him.

Is there a base mesh you used for all the characters, or reused meshes for different parts, or did you have to make everything from scratch?
And how long did it take to create one these character's on average?

How did you determine where to put the tears, and damage on his cloak? Did you have to plan out the folds you sculpted to allow for that, or did you do all that after normal mapping?

Is the hair a painted textured, or is that normal mapped as well.

Would it be breaking your NDA to post the concept artwork that went with some of these? I'd really love to see how much planning goes into the preproduction stage for these models.

I'm sorry for all the questions, my love of this stuff carries me away at times, and I desperately want to know more about everything related to game art

And really awesome work

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mojette In reply to Chasarsis [2007-07-07 20:42:07 +0000 UTC]

this is the high-res I make a low-res of that and baked all my textures onto it (including specular, diffuse and normal! I use my own basemeshes and I changed them from time to time to improve them! for the details I made them up. of course my work was based on a rough but amazing concept from Patrick desgrenier!

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