Immortals: Fenyx Rising is an entertaining adventure with great gameplay. Beyond that, it's hard to dispute that it lives in Breath of the Wild's shadow.
Here's some of the work I did on Immortals Fenyx Rising,I was responsible to do the modelling on the Hall of Gods. Big shout out to Vincent Dérozier for the feedback and his works on the texture. Concept done by Asim A. Steckel.
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Présentation du Steelbook Immortals Fenyx Rising
Immortals Fenyx Rising виявилася грою, яка все бере у конкурента, однак це не означає, що на неї не варто звернути увагу.
I did sword Netflix modeling, sculpt and textures. I did textures for different weapons outsourcing. _ Netflix sword: Sculpt and textures _ Minautor sword: Modeling, outsourcing Textures _ Alchimist Sword : Modeling, outsourcing Textures _ Alchimist Bow: Modeling, outsourcing Textures _ Minautor Bow : Modeling, outsourcing Textures _ Lightning Bow : Modeling, outsourcing Textures _ Minautor Axe : Modeling, outsourcing Textures _ Alchimist Axe : Modeling, outsourcing Textures _ Lightning Axe : Modeling, outsourcing Textures
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This is the Victor's Sword and the Netflix's Blood of Zeus Bow! ------------- Modeling : Guillaume Lachance Texturing : Guillaume Lachance Concept Art : Gabriel Blain ------------- Immortals Fenyx Rising © Ubisoft ––––––––––––– my links : www.lachance.art
I was responsible for the texturing of Zeus Region, mostly for architecture, under the supervision of our lead textures Vincent Dérozier. The final result is a team effort from the texture team as well as everyone involved in the process of making Immortals Fenyx Rising.
A few screenshots from the level art I did for the Zeus' Mountain area. There was a lot of iterations and I was called on another mission in the project at some point, so there is some work displayed here that was done in tandem with fellow level artist Jonathan Leclerc. No asset creation, credits go to the Props, Material, Architecture and artistic teams. Thanks to the whole team !
The Ubisoft Quebec studio release Immortals Fenyx Rising earlier this week and we're excited to show you an amazing collection of the artwork created to immerse players in Ancient Greece and its mythology.
This is a sample of my texture work on the Immortals Fenyx Rising; The Lost Gods and my last contribution to the DLC content. I was responsible for the material direction and worked closely with my colleague Olivier Trehet to ensure our work match the visual target and art direction of this new DLC. https://www.artstation.com/oliver87
Ce guide Immortals Fenyx Rising Le procès secret du Panthéon vous permettra de découvrir comment vous pouvez sortir au sommet de la quête Le procès secret du
This is a sample of my texture work on the Immortals Fenyx Rising; A New God. I was responsible for the material direction and worked closely with my colleague Olivier Trehet to ensure our work match the visual target and art direction of this new DLC. Some of those textures are updated version of our previous work from the main game. The moss textures I used in my sbs is from my former lead material Vincent Dérozier. The original dungeon work as been originally designed by Jimmy Malachier. First image of the Olympus is a courtesy of Vincent Gros. Emblems are based on the work of our concept art team. https://www.artstation.com/oliver87 https://www.artstation.com/vincentderozier https://www.artstation.com/misuuu https://www.artstation.com/vincentgros
Concept Art done for Immortals Fenyx Rising. Aphrodite trapped in the shape of a tree and the Colossus tree in the Valley of Eternal Spring region.
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On top of my level art duties, I had the opportunity to take in charge the artistic direction for the environments of this DLC episode. I should add that project was 99% done remotely in work from home at Ubisoft, from preprod to polish/debug ! So thanks a lot for the trust put in by everyone involved. . Here are some screenshots from the Palace of Olympos, home of the gods, where I did all the level art (again, no asset creation except for placeholders and concepts). The goal was to create a hub that hosts the many gates leading to the 25+ Trials of the Olympos (the DLC revamped puzzle vaults) and a divine Palace where the gods would live in, and where there would be a lot of exploration for the player. . Taking in charge the artistic direction was challenging and enjoyable, and had a well scoped difficulty for me (maingame art direction done, build on top of that solid base). My main task was to drive a new theme for this DLC, by choosing a new color palette, mood and sky, new visuals and compositions, and to find utility in what had already been created with the props and architecture kits in the maingame, and revamp things here and there : we had to stray from the blue/purple, and austere, nocturnal setting of the Tartarus Vaults, to go for a white/green/gold theme, bathed in the setting sun and the soft clouds, with a come back from vegetation and waterfalls. There was also a differenciation that had to be made between the Gods different districts and trials, so there was sub thematization to replicate across all the levels, with optimized efforts. . The main idea was to have a floating "Castle in the Sky" effect on all our levels, supported by cloud shapes. I created and tested placeholders to embody a new recipe able to do that, within the constraints of pre existing and carefully selected architecture kits : "deconstructed" bottoms for the plateforms with stones falling off, with gradient shapes/inverted pyramid in order to lighten the visual weight of these big temples and tholos. To support that, I also added arches everywhere I could, to bring lightness in the paths and façades, bringing more roman/medieval codes to the greek landmarks. The use of the round shapes and paths from the maingame Aphrodite kit (maingame) was essential to the success of the new visuals (thanks to Hugo Lamarre for this kit, and to Pierre-Luc Lavoie for the Vaults kit). . In top of that, I was the point of contact for directions on all things visual : I enjoyed communicating ideas with many teams (concept art, lighting, sky, textures, architecture, props, VFX) through meetings/discussion threads supported by references and rough concepts I would do to illustrate my points more clearly. For example I closely directed a set of statues, thrones, banners and mosaic flagstones and decorations for the Gods since it was emblematic to the episode. . So the hub level is the result of this overall artistic input described above, my own level art, the level design/world direction from Michael Giguères, and the work from all the art teams behind this DLC : a veeeery big thanks to all the people that made this vision possible ! The results may not be perfect, but they are a beautiful testament of what we achieved in these not so easy conditions. . A lot of the new props, architecture parts, and textures were made by Olivier Tréhet, Dimitri Alexis, Felix Robitaille and the artistic teams at Technicolor (thanks to Antoine Barbot for the outsourcing bridge). Lighting/mood, skybox and clouds were made by Pierre-Luc Ouellet, Francis Barrette and Pierre-Paul Gingras. Thanks to Thierry Dansereau and Julien Galoudec for their input and trust in our work, and to the concept artists I worked with, Asim Steckel and Anthony Iammarino. . https://www.artstation.com/oliver87 https://www.artstation.com/dimsane https://www.artstation.com/felixrobitaille https://www.artstation.com/plouellet
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Om te achterhalen waarom vluchtelingen op zijn planeet door de legendarische Fenyxvrouwen worden vermoord, reist Akuakai af naar de bron van het kwaad. Er wordt niets meer van hem vernomen.