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.

Info and Software used:

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 Perry Leijten - http://www.perryleijten.com/ , Mega Scans for mud and log. Background twigs/trees by Karen Stanley - http://kazperstan.co.uk
Special thanks to my buddies Joeri Vromman - www.joerivromman.com , Ben Erdt - https://www.artstation.com/artist/benerdt and Daniel Ciorba for giving me feedback.

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Malachi (realtime)