That's just the nature of being a concept artist. It's not just about creating an awesome looking design. It has to meet the needs of the production, the needs of the director, the vision of the director, etc. Yeah, I was bummed too. It wasn't about the detail. It actually was approved. But weeks later the director looked at it again and felt that it didn't feel "Greek" enough. So I had to "Greekify" it.
The skull concept is masterfully executed, the jaw wepon is one of the most creepy hardcore clever props I´ve seen, Love your concept design,and your art just matches it perfectly, a hell of an artist Andy, thanks for doing the things you love.
Thanks so much! I appreciate the comments. I had the most fun with this design. This was one of tough characters to get approved. I went through so many different iterations. I had all these different themes for each different take on the character. I liked this bone theme the best. Thankfully so did the director. Thanks!
Again, the Face and neck definition are the best parts of this piece. It gets a bit less defined from there on, which brings a lot of emphasis to the real emotion of the character, bringing more life into the work than just a character design. I dig that.
This concept was the originally approved design for the Hades Juggernaut. Later on they decided that they wanted it to have a more "Greek" feel to it, so I had to adjust this concept to meet the new needs. But I like this design better than the more "Greek" one. Aw well, that's how production goes sometimes.
o.O holy shit... im sorry i just realized who you are... right... well it looks about as greek as many of the monsters in the game, if you know what i mean. i just don't like the weapon that much, but better luck on the next game.