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Hell Knight (Real-Time Game Ready Model)

https://www.artstation.com/artwork/GNQmQ
3d Model, based on the concept by Ariel Perez
MODELLING, TEXTURING, RIGGING, POSING, LIGHTING, RENDERING all done by me.

Model took around ~1 month to complete from scratch.
Greyscale Renders done in Marmoset Toolbag. Rest of the Renders were done in Unreal 5.

Highpoly sculpt was created with Zbrush.
Techniques such as Zmodeller, Curves, Nanomech etc. was used.

Highpoly sculpt was created with Zbrush.
Techniques such as Zmodeller, Curves, Nanomech etc. was used.

Hair was Created using Maya/Xgen.
Hair was split into chunks to ensure fine tuning of the hair.

Hair was Created using Maya/Xgen.
Hair was split into chunks to ensure fine tuning of the hair.

Master Material Setup (Left: Skin with SSS, Right: Basic Master Material.)

Master Material Setup (Left: Skin with SSS, Right: Basic Master Material.)

Organization of files within Unreal Engine was important for efficient workflow.

Organization of files within Unreal Engine was important for efficient workflow.

Texture maps consist of 3 image sets, with Occlusion, Roughness and Metalness combined into one image file.
Miscellaneous texture files were also made, such as a thickness map for SSS, and micro normals for extra detail.

Texture maps consist of 3 image sets, with Occlusion, Roughness and Metalness combined into one image file.
Miscellaneous texture files were also made, such as a thickness map for SSS, and micro normals for extra detail.

Work in Progress images were constantly taken, and shared amongst peers for feedback and advice.

Work in Progress images were constantly taken, and shared amongst peers for feedback and advice.

Selection of the Core Reference Images used for the project.

Selection of the Core Reference Images used for the project.