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Target Renders for Overgrowth

May 28th, 2009

You are probably familiar with this image from Alpha 27. It is missing a lot of things we would like to have in the final game. Sometimes it is useful to make what is called a "target render". A target render shows what a screen shot from the final game would look like once it's done. This is a ...

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Lugaru HD

May 21st, 2009

Hey guys, as you know we like to do our best to acknowledge people that go out of their way to do something cool related to our games. Recently, it dawned on us that we owe a long overdue shout out to Tim Soret for his Lugaru HD pack. Granted Lugaru doesn't have all the fancy texturing features like ...

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2D Art Tutorial

May 21st, 2009

A lot of people are interested in the process I go through when I make a concept drawing for Overgrowth so I decided to make a short tutorial. Above is an animated gif demonstrating each step (click it to download). Here is an explanation of each one: 1. I usually start out with a simple line drawing. Often it is ...

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Overgrowth's Monoliths

May 13th, 2009

In Overgrowth we are trying to make the world feel like it has a real history. The different animal races have been around for a long time and there is a lot of litter left from past groups that have died out or moved on. In addition to abandoned habitations, we have some more mysterious ruins, such as these monoliths ...

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Races in Overgrowth

May 10th, 2009

Below is one of the first pieces of concept art I did when I first started working with David. I decided to show it now because we have been talking again about the scale of the characters in game, and maybe making the height differences even more extreme. My first concept artwork for Lugaru 2 made many years ago Sorry ...

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What tools does an artist need?

May 6th, 2009

I am often asked about the tools I use to make art. I use a lot of tools on a day to day basis for Overgrowth depending on what job I am doing. Some of these have taken me years to learn: 3DS Max 9 for 3D modeling Mudbox 2009 for 3D sculpting xNormal for baking normal maps and ambient ...

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Set Pieces in Level Design

April 29th, 2009

The term "set pieces" in video games refers to unique areas of levels that are especially interesting. Often set pieces have unique art assets that help establish the theme. Quality set pieces can also be an important part of the AAA look. For Overgrowth we are working hard to have as many cool set pieces as possible. Here is a ...

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