Wojtek Fus discusses his meticulous process of creating a dramatic, large-scale scene for the God of Bones project. Starting with a concept sketch, he then built the 3D environment in Blender, ensuring the serpent's presence was both impactful and dynamic. He refined the scene, adding atmospheric detail and refining the serpent's calcified head, all while maintaining a sense of halted motion and scale.
Through close collaboration with Paul Coulthard, the scene was iterated to achieve the desired impact. The final composition, flipped for a dramatic effect, showcases the blend of narrative storytelling and high-end digital craft.
The article offers insights into the tools and techniques used, such as the best 3D modelling software and drawing tablets, making it a valuable resource for artists and art enthusiasts.
Wojtek, a director and concept artist, brings a unique vision to animation and visual development, seamlessly merging narrative with digital artistry.







