It’s time to shed some light behind the dusty curtains that cover the massive art department of Almost Human and take a look at some behind the scenes action. A lot of new shady creatures have been creeping around the studio walls and this time we’ll try to catch one of them. Be very, very quiet, we’re hunting Zarchtons. Zarchtons are one of the first monsters you’ll come across in the beaches of the Island. At first you’ll hear their croaking calls and before you know what hit, you realize you’ve been ambushed.

Zarchtons are amphibious creatures that are as home on dry land as in water, but they never leave too far from water, because they are dependent of water and need to dampen their skin from time to time. That’s why Zarchtons are usually seen around water, but that doesn’t limit to natural water sources. Overflown dungeons are also perfect environment for them too…

The origin of Zarchtons is highly debated topic in the Natural Science Department of the Nothampton’s University. Some say Zarchtons have evolved from fishes and some say they we’re originally land creatures that have moved to live partially in water. Sometimes Zarchtons are seen far in the open sea and they are often mistaken for mermaids. Being amphibious creatures, Zarchtons have both lungs and gills, so they can breath air and in water. Zarchtons have primitive culture system and they make use of resources from the sea to create clothing and accessories from shellfishes and other small creatures they hunt. Swimming in water and walking on land have developed Zarchtons’ leg muscles to enable them to take long leaps to help them hunt their prey and attack anyone coming to their territory…

What goes to actual development of the Zarchtons, the process was pretty standard stuff. We thought of some features and characteristics we needed in a monster and based on that data I started roughing it out. And this is what I ended up:

 
Then it was off to Zbrush to create the high resolution model using Zspheres as a base and just dynameshing the living crap out of it.

 
After the high resolution model was done, it was decimated a bit and exported to 3dCoat, we’re I retopoed and unwrapped it ending to around 6200 polygons. High resolution data was baked into normal map and rest of the textures were painted in Photoshop.

 
And finally, here’s a final posed model for Zarchton. I bet you’ll end up peeking under his skirt.

 

New game needs new monsters. We already have a bunch of new deadly monsters roaming in the dungeons, but in this post we’re going to take a quick look to our old friend: The Ogre! Ogre went through a radical makeover and it was modeled and textured almost from scratch. To reflect the new tricks ogre has learned, he was given a bit more clever look than the familiar cave ogre that only had a loin cloth and some random armor parts slapped on him. But hey, let’s look at some pictures instead of me typing nonsense.

First I did a quick concept sketch of the new look and then it was off to Zbrush to sculpt the high resolution version. At the bottom is the textured game model and a “clay render” with wireframes. The Ogre is built from 9058 polygons and is using three 1024×1024 maps (diffuse, specular and normal).


 
 
 
 
 
 
 
 
 
 
 
 


 

Monsters are an essential part of Grimrock’s dungeons and I thought I’d share some in-depth look at some of them. Legend of Grimrock features twenty unique monsters whose shape and size range from green jelly to… well, all you who have finished the game know to what. Here I have picked three of my favorite monsters that I enjoyed making the most and still feel happy about.

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Countless years ago Uggardiands were summoned by powerful mages to guard the tombs of old kings. But as centuries turned to dust and once thriving civilization faded into oblivion still the Uggardians guarded the collapsed and rotten tombs of nameless kings that no one lived to remember. Uggardians were trapped and couldn’t return into their own plane of existence because the ancient summoning magic was still strong and chained them into their duty. The Summoners had died ages ago and they were the only ones with enough power so summon or release beings of Outer Realms. Still to this day Uggardians roam the endless tunnels and passages of Grimrock allowing no one to disturb the eternal sleep of their kings.

Concept art:

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