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Blurgha - The Beast (Real-time model)

This piece started for the Beast Challenge hosted on Polycount by Allegorithmic.

My attempt was to bring a creature from concept stage all the way to production level and test out Substance Painter`s baking and procedural texturing capabilities on dense meshes with multiple UDIM`s.

The mesh has about 100k triangles, re-topologised for animation with proper UVs, spread on 4 UDIMs at 4k texture-set each. I`ve used Zbrush for concept and sculpt, Topogun for retopo, Maya for mesh cleanup and UV`s and Substance Painter for Bake/Texture.
Rendered in Marmoset 3 Beta.

Rigging and skinning done by my amazingly talented workmate Perry Leijten - http://www.perryleijten.com/

Special thanks to my buddies Joeri Vromman - www.joerivromman.com , Ben Erdt - https://www.artstation.com/artist/benerdt and Daniel Ciorba for giving me vicious feedback and a mild form of PTSD.

Played with shadows to wrap on the body as much as possible and show form better.

Played with shadows to wrap on the body as much as possible and show form better.

Sparks because Witcher ! There`s not much sense to the sparks but wanted to make a witcher-esque render.

Sparks because Witcher ! There`s not much sense to the sparks but wanted to make a witcher-esque render.

A bit of a different light setup to cast the mouth in shadow.

A bit of a different light setup to cast the mouth in shadow.

The prettiest monsters have curves ;)

The prettiest monsters have curves ;)

Black and white variation of a previous render for fun.

Black and white variation of a previous render for fun.

Playing with a 5x7 photo crop for fun

Playing with a 5x7 photo crop for fun