Disintegration: Armature

The Armature was sort of the base character structure we built for disintegration. The idea being that this was sort of the underlying chasis of all the humanoid characters and that would then be modified to fit different roles and skill sets. It makes sense from a game production standpoint being a small team, it also makes sense from a real life technology standpoint. If you look at auto manufacturing it uses the same techniques as well. Believe it or not this was my first hard surface character done in Zbrush. I had been working the last several years as a Technical Art Lead at Bungie and had moved away from doing much production art. Part of the goal of moving to V1 was to have the oppurtunity to learn and explore different things, and especially to return to making stuff.

In engine UE4 with great poses from our Animation team.

In engine UE4 with great poses from our Animation team.

Zbrush High Poly Render

Zbrush High Poly Render