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PART ONE: Art Direction
Some work developed under my direction during my tenure as Art Lead
The Stormhorns (1-5)
![Stormhorns 1](images/environments/DanHaard_Environmental_2013_Stormhorns_1.jpg)
![Stormhorns 3](images/environments/DanHaard_Environmental_2013_Stormhorns_3.jpg)
![Stormhorns 5](images/environments/DanHaard_Environmental_2013_Stormhorns_5.jpg)
Sschindylryn
![Sschindylryn](images/environments/DanHaard_Environmental_2012_Sschindylryn_1.jpg)
Mushroom Forest
![Mushroom Forest](images/environments/DanHaard_Environmental_2013_Thunderholme_MushroomForest.jpg)
Howler
![Howler](images/characters/DanHaard_Characters_2013_Howler.jpg)
Owlbear
![Owlbear](images/characters/DanHaard_Characters_2013_Owlbear.jpg)
PART TWO: Production
A few older pieces which I produced myself
Night
Hag
![Hag](images/characters/DanHaard_Characters_2011_Hag.jpg)
Lord of Blades
White Dragon
(Rollover for wireframe)
![White Dragon](images/characters/DanHaard_Characters_2013_Dragon_White.jpg)
RED DRAGON WITH TEXTURES
(Rollover for wireframe)
![Red Dragon](images/characters/DanHaard_Characters_2012_Dragon_Red.jpg)
On DDO we could not rely on the normals; to read well in our engine, an asset needed a hand- painted diffuse.
The Diffuse textures here were created by painting over an AO bake generated from the Zbrush normals. I enjoy this workflow and would like to revisit it.
Body Diffuse/Normal/Specular (Click for fullsize 2048x1024 Diffuse)
![Click for fullsize](images/characters/DanHaard_Characters_2012_Dragon_Red_Texture_Body.jpg)
Head Diffuse/Normal; Wing Membrane DIffuse
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All artwork on this page copyright Standing Stone Games |
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