top of page
OGRE - DRAGON NEST
Ogre is a creature that live in Dragon Nest world, he is a Boss in Road of no return scenario.


looking for concepts that caught my attention, I found the art of ROPIE at the same time I had an immense interest in reproducing my interpretation of that concept, I gathered a diverse amount of references to help me with my sculpting and texturing work, and I started modeling my high poly in zbrush!

concept by ROPIE

​my references together with some print screens of my progress.

This was the final result of the highpoly, I couldn't be happier, it was above expectations!
Retopology done, check out the result on these turntable!

In the topology, I aimed for a balance—not something strictly low poly, but also not overly heavy. I believe topology is extremely important, and even though we no longer have the same limitations as in the past, in my opinion, it's always better to have extra processing power available than to be lacking!

In the texture, I gave a little voice to my personal taste. You can see that in the concept, he has very pale skin, reminiscent of an animal that lived its entire life with fur and suddenly lost it. The skin practically never received sunlight, which, in my point of view, was not something I was aiming for. I wanted to create skin that had already endured a lot, both from the wear and tear of time and the damage caused by sunlight. Additionally, all skin has its nuances and color variations that come from our genetics!
OGRE GALLERY








My intention in this project was to surpass myself. I wanted to make a character for a game, from start to finish, with the correct topology for games, texture, etc.
I found this concept interesting because it matches the type of visuals that I like to appreciate and also make—monsters, creatures, animals. I also really like making humans, but I feel that creatures allow us to create more, depending on our tastes, our worldview, etc. That was something I did in this project. I gave the ogre a little of what I think he should have—more aggressiveness, monstrosity, but without compromising what the concept artist wanted to convey. I'm sure I managed to do it, because to this day, this is one of my favorite projects, which gives me the most pleasure in reviewing and seeing what I'm capable of
bottom of page