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April 8, 2013
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Demonologist construction shot by FirstKeeper Demonologist construction shot by FirstKeeper
Here is Demonologist character I did a few years ago for Prime World russian dota video game.
Beauty shot: [link]
Texture: [link]
Turntable: [link]
Game play video(RU): [link]
Concept by :iconduelisto:
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:iconstrengthofthesun:
StrengthOfTheSun Featured By Owner Mar 22, 2014  Student Filmographer
Ehh hai there! This is so lovely! Im an animation student who loves the art of 3D modeling but i find it a bit of challenge to pick up. If I may ask, what is the usual workflow for like this? Do you do dynamesh -> Retopo? Also, is UV unwrapping a model like this tedious/very time-consuming? tysm!
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:iconfirstkeeper:
FirstKeeper Featured By Owner Mar 22, 2014  Professional Digital Artist
Hi, I always use dynamesh  for my sculpts. I do topology in Topogun. UV unwrapping for this kind of model is really easy, the more separate armor details  or spikes you have on you model the more complicated UV mapping gets.
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:iconmythicknightsgs:
MythicknightsGS Featured By Owner Jul 23, 2013  Student Filmographer
Awesome!!!!!
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:iconlostchaos16:
lostchaos16 Featured By Owner Jul 8, 2013  Hobbyist General Artist
So much going on with this design, but it blends so well! Awesome.
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:icondesnoyers111:
desnoyers111 Featured By Owner Jun 28, 2013
wow his hands are freakin epic man the whole texture is epic !
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:iconatlantean6:
Atlantean6 Featured By Owner Jun 26, 2013
The poly count is impressive for gaming.
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:icontheclinthennesy:
TheClintHennesy Featured By Owner May 30, 2013  Student Digital Artist
Hey Firstkeeper.

I wanted to ask-
Your textures are all solely hand painted right?

and I am quite curious what gives your models this very "cut out" rim lights and all. Is it your shaders? They're really appealing. :D
And I am also really quite curious if each part of the model like skin, hair, cloth have different shaders? :D
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:iconfirstkeeper:
FirstKeeper Featured By Owner May 31, 2013  Professional Digital Artist
Yes, I use only hand painted diffuse and specular map for renders in Marmoset. There is only one shader for all mesh here. I use to spot or direction lights for rim lights. Here is an example of light setup, ignore omni light on front it's from 3d max and Marmoset has its own light system and 2 rim lights behind of mesh is more than enough [link]
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:icontheclinthennesy:
TheClintHennesy Featured By Owner May 31, 2013  Student Digital Artist
Thanks so much!! :D :D :D Keep it up the awesome work. You'll inspire thousands of artists around the world. :-)
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:iconsonnenkeks:
Sonnenkeks Featured By Owner May 23, 2013
so cool ^-^
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