THE RAVAGER Custom modifiers and Blender’s new hair curves helped create a menacing render of Irsu
Me and my team at AMC Studio had the chance to contribute to the video game Total War: Pharaoh, in par tnership with Creative Assembly and Sega, which was released last year. Our task was to upgrade some in-game assets to a higher quality for use within the game’s marketing and menu.
Given the difference in quality, this practically meant an almost total remake of the assets, with the initial sources used more as a reference for certain aspects. There was nothing special in the brief, except that renders created in Blender were also requested among the deliverables. I did a double-take when I saw that. I was about to use Blender as the lead software for the first time, almost two decades on from my initial encounter with it.