Character Development
Sculpting Moodboard
ZBrush Sculpting - Layout
ZBrush Sculpting - Initial Rough Sculpting
ZBrush Sculpting - Detailed Sculpting + Creation of separated body parts (eyes, teeth, toenails and tongue)
ZBrush Sculpting - Creation of scales using masks
ZBrush Sculpting - Finished Sculpting + Body Proportion Adjustment
Retopology in Blender
Topology before retopo = Over 3 million triangles
Topology after retopo = 46.6 thousand triangles
Substance Painter Texturing
UVs opened in Blender
ZBrush sculpt details baked in Substance Painter
Rigging Moodboard
Rigging done in Maya
Scene Development
Environment Layout & Lighting done in Unreal Engine 5
Assets acquired in the Unreal Marketplace
Sword asset modeled in Blender & textured in Substance Painter
Night Lighting Setup created with 1 Directional Light, 2 Spotlights & 1 Point Light
Character Asset under Night Lighting Setup
Houdini Simulation Development
Rain created with particle simulation
For the running water on the sword, the Pop Collision Behaviour node was used to create particle groups with different properties than the falling rain
Geo for the rain droplets is a modified Shape
Geo for the running water was created with VDBs from Particles
Smoke created through pyro simulation
A proxy geo for the mouth was converted to VDB and used for the collision
Smoke simulation passing through the textured mesh of the head, used for rendering