November 10, 2009

Ghobad the Persian Warrior Archer

This is our latest Persian Warrior character in a series of four. Ghobad is the leader of the group and what he lacks in strength and brute force compared to the other warriors he makes up for it using his cunning wits and his excellent marksmanship.
September 28, 2009

Armin game character 3d model

This is another one of the characters in a series of 4 game characters we are currently working on and is named Armin. Armin is a powerful and fierce warrior but contrary to his looks has a heart of gold. His main weapon is a pair of huge flanged maces which he uses expertly to clobber his assailants and enemies. The sketches and concepts were created by Faraz Shanyar. The 3d model is being done […]
September 18, 2009

Aladdin flying on the ghoul’s back

This is one of our concepts created by Faraz Shanyar for our Dark Ride project. We are currently creating it in 3D and in a rather large format as a still image and we shall give you updates as soon as we get them. The Aladdin and the Ghoul 3d models are ready and just need to be posed for this image. Since it would take too long to rig and envelope these characters we […]
September 9, 2009

Game characters concept design

We created concept designs for a few game characters a while ago and we never got around to building their 3D models. These were really great characters designed by Faraz Shanyar who had also designed some of our concepts for our theme park projects. We finally were able to pick up these concepts and create them in 3D and in the next few posts will present you with some work in progress images as well […]
April 3, 2008

Field of flowers problem

We are currently working on a scene which will contains a large field of flowers and vegetation. Currently our effects expert, Adib Souly is working and testing different scenarios in Softimage XSI. You can see a simple concept we did (this was done in a rush by Faraz Shanyar) that was done to help us envision the density and distribution of the vegetation we would need. But the problem was much thornier than we expected […]