Cave Demon

Creature created in class to practice the process of making production-ready models. The character concept, model, topolgy, materials, posing, lighting, and rendering are all completed by me. This character was rendered in Unreal Engine.

This character was rendered using Unreal Engine 4.

This character was rendered using Unreal Engine 4.

The models in this scene were textured using a mix of Substance Painter and Designer.

The models in this scene were textured using a mix of Substance Painter and Designer.

Cave Demon | Sean Graefen | Character Concept

The base model was sculpted using Zbrush, and retopologized using TopoGun.

The base model was sculpted using Zbrush, and retopologized using TopoGun.

The character is below 20k polys, and has a limited number of materials, making it efficient enough to work in games.

The character is below 20k polys, and has a limited number of materials, making it efficient enough to work in games.

Original concept art drawn by me.  It was designed to be a creature that lives in a cave and who eats people who enter it.

Original concept art drawn by me. It was designed to be a creature that lives in a cave and who eats people who enter it.

Character was retopologized in a standing position to allow for rigging if I would ever want this character rigged.  I then posed him in ZBrush afterwards.

Character was retopologized in a standing position to allow for rigging if I would ever want this character rigged. I then posed him in ZBrush afterwards.

Character rendered in Substance Painter.

Character rendered in Substance Painter.

Main Character Maps (Base Color, Normals, AO-Roughness-Metallic, Subsurface).

Main Character Maps (Base Color, Normals, AO-Roughness-Metallic, Subsurface).

Hair Card Material: Made in Substance Designer (Base Color, Normals, Opacity Mask-Subsurface, AO-Roughness-Metallic).

Hair Card Material: Made in Substance Designer (Base Color, Normals, Opacity Mask-Subsurface, AO-Roughness-Metallic).

Prop Shield.

Prop Shield.

Shield Maps (Base Color, Normals, AO-Roughness-Metallic).

Shield Maps (Base Color, Normals, AO-Roughness-Metallic).

Crumpled Chest Plate Prop.

Crumpled Chest Plate Prop.

Chest Plate Maps (Base Color, Normals, AO-Roughness-Metallic).

Chest Plate Maps (Base Color, Normals, AO-Roughness-Metallic).