Website powered by

Large Creature - Two headed comodo dragon

Head in game, using 5 virtual textures of 4k each and xgen grooming, using metahuman shader. Eye material its a tweaked version of metahuman shader.

Head in game, using 5 virtual textures of 4k each and xgen grooming, using metahuman shader. Eye material its a tweaked version of metahuman shader.

Sculpt in zbrush.

Sculpt in zbrush.

Body with average height for reference.

Body with average height for reference.

Close-up of the head. Scales are a mix between self-made chisel 3d brush (VDM) (neck area) and alpha textures (head area)

Close-up of the head. Scales are a mix between self-made chisel 3d brush (VDM) (neck area) and alpha textures (head area)

Mouth interior.

Mouth interior.

Topology/ Topolgy subdivided. Being a large creature, topology density needs to be high.

Topology/ Topolgy subdivided. Being a large creature, topology density needs to be high.

Xgen guides and hair strands. I used 2 definitions, one for the fading large strands, another for the baby hair.

Xgen guides and hair strands. I used 2 definitions, one for the fading large strands, another for the baby hair.

I added an extra bone in the neck area, and a few in the eyes in the existent skeleton. The bone in the eyes adds natural movement when it blinks and eyes go inside the skull, and the one in the neck to have a natural movement when it swallows.

Same in unreal.

Large Creature - Two headed comodo dragon

I had the pleasure of working on the proof of concept for large creatures (with a twist on the anatomy) for a canceled project, and establishing the workflow we should use. I was working closely with the art direction, animation, and tech art to deliver the best solution. I could put my efforts not only into the usual pipeline of character art (sculpting high poly, doing the retopo, texturing, etc) but also into tweaking materials, adding bones on the skeleton, and skinning them by myself, testing all of that in Unreal engine.