ABDENOUR BACHIR is a Lead character artist at Crytek from Frankfurt am Main, Germany. Here is some work by Abdenour, made for the PSVR game Robinson The Journey for witch. Abdenour was lead character artist of an amazing group of talented artists. He was responsible for all the characters, ambient life and creatures for the game as well as the character art pipeline. Making the initial 3d sketches for some or re-adjusting or helping on texturing on others. I made the Long neck from scratch to finish, the flying dino, worked on the giganotosaurus /rex, made the initial raptor 3d concept (zbrush sketch).
Robinson: The Journey | An Adventure Like No Other | Launch Trailer | PlayStation VR
Infotarium where you can see the creatures in full 360 degree in game.
giganotosaurus rex, based of the Demo, back to Dinosaur on Island on my other project page if you want to see the full credit. the texture was adjusted by Hugo Guerra and he added the horns, Alvaro Cañizares made the LODs and final uvs. in game
having fun composing
Long neck variation 1 in game
Long neck variation 2 in game
Long neck variation 3 in game
Long neck variation 4 in game
Long neck variation 5 in game
Long neck variation 6 in game
Long neck variation 7 in game
Long neck head variation in game
Long neck head variation in game
Long neck head variation in game
Long neck head variation in game
Long neck head variation in game
Long neck head variation in game
Long neck head variation in game
Skull for the long neck made for anatomy correctness…a lot of it is made up, but the main part is done following real dinosaur anatomy study.
Long neck head Hammer head. Decimated version of the High rez quick render
Long neck head original head design. Decimated version of the High rez quick render
Zbrush capture of the high rez front legs. Every wrinkle is hand sculpted, no alpha used. a final macro detail hand made noisemaker was used.
Zbrush capture of the high rez trunk. Every wrinkle is hand sculpted, no alpha used. a final macro detail hand made noisemaker was used.
Zbrush capture of the high rez back legs. Every wrinkle is hand sculpted, no alpha used. a final macro detail hand made noisemaker was used.
Flying Dino variation 1 in game
Flying Dino variation 2 in game
Flying Dino variation 3 in game
Flying Dino variation 4 in game
Flying Dino variation 5 in game
Flying Dino variation 6 in game
Raptor 3d Sketch. It was used for sign off in engine, with poses for proportions and feel in vr. This was taken over by Tony Works who did an amazing job making the final Raptors.
Raptor 3d Sketch. It was used for sign off in engine, with poses for proportions and feel in vr. This was taken over by Tony Works who did an amazing job making the final Raptors.
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