Demon Lord

Marmoset Viewer preview of the model.

Final game asset rendered in Unreal Engine 4.

Final game asset rendered in Unreal Engine 4.

Final game asset rendered in Unreal Engine 4.

Final game asset rendered in Unreal Engine 4.

Final game asset rendered in Unreal Engine 4.

Final game asset rendered in Unreal Engine 4.

Final unposed game asset rendered in Marmoset Toolbag.

Final unposed game asset rendered in Marmoset Toolbag.

Original concept by Charles Liu.

Original concept by Charles Liu.

Low poly wireframe, 133336 tris.

Low poly wireframe, 133336 tris.

Low poly wireframe head closeup.

Low poly wireframe head closeup.

High poly model made in ZBrush.

High poly model made in ZBrush.

High poly sculpt turntable.

Closeup of the high poly body.

Closeup of the high poly body.

Closeup of the high poly head.

Closeup of the high poly head.

High poly dagger prop.

High poly dagger prop.

High poly staff prop.

High poly staff prop.

Main body UVs.  Due to the large wings the body was split into three UDIM maps to maintain texel resolution against props and armor.

Main body UVs. Due to the large wings the body was split into three UDIM maps to maintain texel resolution against props and armor.

Main body diffuse map.

Main body diffuse map.

Main body normal map.

Main body normal map.

Main body ambient occlusion map.  Note that this is shown solo here for clarity, for use in Unreal this was combined with the roughness and metalness maps into a single image using color channels.

Main body ambient occlusion map. Note that this is shown solo here for clarity, for use in Unreal this was combined with the roughness and metalness maps into a single image using color channels.

Main body roughness map.  Note that this is shown solo here for clarity, for use in Unreal this was combined with the ambient occlusion and metalness maps into a single image using color channels.

Main body roughness map. Note that this is shown solo here for clarity, for use in Unreal this was combined with the ambient occlusion and metalness maps into a single image using color channels.

Main body subsurface scattering map.

Main body subsurface scattering map.

Main wing UVs

Main wing UVs

Wing membrane UVs.

Wing membrane UVs.

Armor and bracer UVs.

Armor and bracer UVs.

Staff prop UVs.

Staff prop UVs.

Dagger prop UVs.

Dagger prop UVs.

High poly staff goat skull ornamentation.

High poly staff goat skull ornamentation.

High poly staff imp skull ornamentation.

High poly staff imp skull ornamentation.

High poly staff defeated king ornamentation.

High poly staff defeated king ornamentation.

High poly staff defeated queen ornamentation.

High poly staff defeated queen ornamentation.

Earlier sculpting stage of the model where I'm preparing the model for higher frequency details.

Earlier sculpting stage of the model where I'm preparing the model for higher frequency details.

Very early blocking stage of the model, getting the basic shapes of the character in before refining them.

Very early blocking stage of the model, getting the basic shapes of the character in before refining them.

Demon Lord

Personal project of a demon lord to practice modeling a game character at AAA level. Modeled in ZBrush and Maya, textured Substance Painter, rendered in Marmoset Toolbag and Unreal Engine 4. Completed in May 2023. Original character concept by Charles Liu.