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Voidwalker - World of Warcraft Re-Design

My intention behind this redesign was to both update the design (taking a few artistic liberties) and try and make sense of the lore behind it. As a voidwalker is pulled from 'the void' it should be very amorphous ... however as it usually accompanies warlocks as a sort of 'minder' the idea of getting beat up by a cloud of blue steam wouldn't scare anyone. So my logic was to make it so that while it comes from a firey smokey void, that it takes on a more solid form.
I backed off the bright blue colour a bit to help with the realism (similar to how marvel toned back the green of the hulk in recent movies to make it more belivable.)

It was sculpted in acombination of Mudbox and Zbrush, rendered in 3Ds Max 2020 using VRay with fire and smoke sim done with Phoenix. I didnt add any real detail on the lower section as that was alwasy intended to be hidden moslty by smoke and fire.

There were so many times I nearly gave up on this one.... I decided to redo the entire environment of the scene the day before I finished it at the 11th hour as I wasnt happy with the one I had spent a week making. This is the heaviest scene I've done in quite a few years... 65 million polys in the 3Ds Max viewport and pushed 3Ds Max and my machine to its very limit. There were a few times I was convinced smoke was goingot pour out any second lol.

A closeup

A closeup

Full length shot with Pheonix fire andd smoke simulation

Full length shot with Pheonix fire andd smoke simulation

medium shot

medium shot