Spider-Man

After the release of Web of Shadows in 2008, Shaba Games started work on the natural sequel project, with the working title of “Spider-Man Classic.”  During this pre-production, I managed to find time to model a few characters, until the project was cancelled and the next Spidey title was granted to Beenox, in Montreal.

 

Main character model, created for a cancelled Spidey tite. Modeled in ZBrush, Maya, and 3DS Max.

New Spidey is a super-lanky bundle of wires.  We intended to push the style past realism – something in-between most Spidey games and Ultimate Spider-Man.  Spidey’s wiry proportions were meant to contrast the stocky beef-pile of Wolverine, who was to originally be another playable character, like a comic-book hero buddy flick.

Wolverine model created for a cancelled Spider-Man game. I modeled the body, my Art Director (the amazing Scott Werner) modeled the head. Modeled in ZBrush and 3DS Max

Carnage model created for a cancelled Spider-Man game. Modeled in ZBrush and 3DS Max.

 

In 2008, Shaba Games and Activision released Spider-Man: Web of Shadows.  I was the Lead Character Artist, overseeing a team of 3 other artists, as well as giving direction to 2 different outsourcing firms in China that we contracted for the bulk of our quite substantial cast.  As is often the case in projects of this scope, as lead, I didn’t have much opportunity for modeling time.  Most of my artistic contribution to this project was in the original concept and direction, and then in the later stages, wrangling all of the character assets as they came in from outsourcing.  In the process, I did do a substantial amount of revision as the needs of the project and design shifted, so virtually every character in the game has my mark on it.  In particular: Spider-Man, the Vulture, and Black Cat.

Modeled in ZBrush, Maya, and 3DS Max.

Modeled in ZBrush, Maya, and 3DS Max.

Modeled in Maya and 3DS Max. The wonderful Mark Kobrin built the original high-res model upon which this is based.

 

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