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Arnoured Knight in Unreal

Work In Progress / 16 December 2020

Been dabbling with unreal to learn some of the crazy innovations made for the gaming (and now VFX )industry. Took my very own model made for my showreel and tried to compose a scene. 

Mostly the process involved is to use some Megascan assets to make a environment, and create lighting as well as atmospheric effects to add a story to the character. I will add more elements as I learn more. 

Thanks to unreal , I take interests in aspects apart from modelling like effects, Lighting etc. 






Edge Master

Work In Progress / 14 August 2020

            I started this project to learn X-gen in Maya. It was sculpted in Zbrush and I was intrigued by the overall character. I've never played the game but Old men who can fight look cool. Like Mai pei from kill bill and Yamamoto from Bleach anime. 


Do you seethe sword details in the above picture? It was a worked on in a haphazard way, there is a correct way to do this in Zbrush which gives a much cleaner look and edges. However times have changed and now I do such details not in zbrush but in Substance painter(One more reason to keep learning). As I keep expanding my horizons I learn new tricks and faster ways to make things. Below is the example of painting a height map in Painter. 


So I went and made UVs ad took the base meshes in substance just like the sword mesh above and started adding some material details. Here are a few renders with Arnold. And I love B&W renders, Basically just check the Luma channel in render view to see how the values read and then I change materials if required.