Riftrunner Peek of the Week #6

The sixth installment of RPGVault's "Peek of the Week" feature for the upcoming Divine Divinity sequel is now available. This time, Larian's Alex Van Ooteghem talks about why creating the unusual flora wasn't easy. A snippet to follow:
In the conceptual stage, I thought I would never be able to do this... Every idea seemed to be in conflict with the story or with the existing Divinity universe. As reference material, I mostly used underwater vegetation, fungi and every strange plant and shape I could find. Then, I made some sketches of every plant and tree (also the food and drinks) to get them approved for the game. The modelling could then start... Every graphic you see in the game is created in 3D. They are all rendered and post-processed in Photoshop. When this is done, the Lead Artist takes a look at the images, approves them, and then it goes in our editor.