Tags: BioWare; Dragon Age
<p>Pixologic <a href="http://www.pixologic.com/interview/dragon-age/1/" target="_blank">jumped at the opportunity</a> to discuss the making of the amazing characters and creatures of <strong>Dragon Age: Origins</strong> with the responsible BioArtists.</p>
<blockquote>
<p><strong><span class="featureQues">The Architect has to be one of my favorite creature models ever. Could you talk about his inspiration and creation?</span></strong> <br /> <br /> <span class="featureArtist">Shane Hawco – Lead Character Artist<br /></span> The Architect was a full collaboration between the design team on Awakening and the character artists. We aimed at not just creating a visual threat but also touching on his sadistic personality which physically masks his grotesqueness. Jae Kuem was the artist responsible for not only modeling him in such great detail but also coming up with the concept art. The whole team was inspired to carry forward his art style into the other minions of the Architect: the Disciples and the Armored Ogre.</p>
<p> </p>
<p><strong><span class="featureQues">How long did it take to create the Architect? How many polygons did he hit? Did he pose any unique challenges, and if so how did you overcome them?</span></strong><br /> <br /> <span class="featureArtist">Jae Keum – Character Artist<br /></span> He took almost a month to create from the concept art to the final 3D mesh and textures. The in-game mesh of the Architect is approximately 11,000 polygons. The most challenging thing was to show his personality and character through his appearance. He is highly intelligent, decisive, cold, manipulative and he has little understanding of humanity. When I made the concept art of the Architect I tried to find some inspirations from traditional art masters such as Francis Bacon. It helped me a lot when figuring out shape and details.</p>
</blockquote>
<p>One month for a single model. I guess that explains where all the effort in modern RPGs dissipates.</p>
<p> </p>
<p>Spotted at: <a href="http://www.gamebanshee.com/news/100207-dragon-age-origins-art-interview.html">GB</a></p>
<p>Pixologic <a href="http://www.pixologic.com/interview/dragon-age/1/" target="_blank">jumped at the opportunity</a> to discuss the making of the amazing characters and creatures of <strong>Dragon Age: Origins</strong> with the responsible BioArtists.</p>
<blockquote>
<p><strong><span class="featureQues">The Architect has to be one of my favorite creature models ever. Could you talk about his inspiration and creation?</span></strong> <br /> <br /> <span class="featureArtist">Shane Hawco – Lead Character Artist<br /></span> The Architect was a full collaboration between the design team on Awakening and the character artists. We aimed at not just creating a visual threat but also touching on his sadistic personality which physically masks his grotesqueness. Jae Kuem was the artist responsible for not only modeling him in such great detail but also coming up with the concept art. The whole team was inspired to carry forward his art style into the other minions of the Architect: the Disciples and the Armored Ogre.</p>
<p> </p>
<p><strong><span class="featureQues">How long did it take to create the Architect? How many polygons did he hit? Did he pose any unique challenges, and if so how did you overcome them?</span></strong><br /> <br /> <span class="featureArtist">Jae Keum – Character Artist<br /></span> He took almost a month to create from the concept art to the final 3D mesh and textures. The in-game mesh of the Architect is approximately 11,000 polygons. The most challenging thing was to show his personality and character through his appearance. He is highly intelligent, decisive, cold, manipulative and he has little understanding of humanity. When I made the concept art of the Architect I tried to find some inspirations from traditional art masters such as Francis Bacon. It helped me a lot when figuring out shape and details.</p>
</blockquote>
<p>One month for a single model. I guess that explains where all the effort in modern RPGs dissipates.</p>
<p> </p>
<p>Spotted at: <a href="http://www.gamebanshee.com/news/100207-dragon-age-origins-art-interview.html">GB</a></p>