Dungeons & Dragons: Honour Among Thieves

full cg shot, layout, design, texturing and vegetation of the slopes section around the castle

full cg shot, layout, design, texturing and vegetation of the slopes section around the castle

scattering system of the forest and vegetation surrounding Neverwinter Castle

scattering system of the forest and vegetation surrounding Neverwinter Castle

layout, design, texturing and vegetation of the slopes section around the castle ( western side/in sun - as seen here ) , modeling and texturing of the front castle courtyard

layout, design, texturing and vegetation of the slopes section around the castle ( western side/in sun - as seen here ) , modeling and texturing of the front castle courtyard

modeling; texturing and surfacing of the room presented; photogrammetry

modeling; texturing and surfacing of the room presented; photogrammetry

full cg shot, modeling and texturing of the front castle courtyard; vegetation, front tower modelling and surfacing

full cg shot, modeling and texturing of the front castle courtyard; vegetation, front tower modelling and surfacing

full cg shot, modeling and texturing of the front castle courtyard; vegetation, front tower modelling and surfacing

full cg shot, modeling and texturing of the front castle courtyard; vegetation, front tower modelling and surfacing

Presenting some work we did with ILM Generalists team Sydney on DD: Honour Amongst Thieves.

It was a fairly big team of around 10 artists and there was a tone of work as you can imagine with cg heavy environments. I was involved in tasks ranging from modelling, texturing, layout, design to rendering and slap comping preliminary comps. Additional tasks included setting up scattering system of forests surrounding Neverwinter and creating some actual vegetation models for that purpose.

Original castle design by Julien Gauthier. Credits belong to whole Gen team! VFX supervision Dave Dally