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Game Art - "Optimus Primal" in the world of God of War Ragnarok.....A What If

Hello Hello Hello

I originally planned to finish this piece before applying to Roarty Digital for the "Creature Art - Realistic" position. I realized it would be better to present something fresh that showcases both my artistic and technical skills. To make this story short, the position has been filled even before finishing the highpoly sculpt. Its alright. Now I can push this creature a tad bit further.

I had several ideas. Since the character is a gorilla, the first thing that came to mind is Optimus Primal.
What if Optimus Primal exist in the world of Guerilla Games' "Horizon" series.
What if Optimus Primal is a demon. This came about because I was so obsessed with "吴定杨"(Wu Dingyang) demon sculpture for Game Science for the game Wukong.
I have blocked these ideas but eventually stop because these ideas are too complicated for the time that I have.
I ended up with "What if Optimus Prime is in the world of God of War: Ragnarok"

I'm still on a tight timeline, so I gave myself 3 rules to follow.
1 - No matter what, it has to remain simple, no over the top silhouette and detail.
2 - No hardware, the lesser the subtool and pieces the better
3 - Ridiculous ideas are alright but the execution should be on point!

And this is how this project came about.

I'm planning on writting a full breakdown as AS portfolio page has limited tools.

Kratos and Atreus are photoshoped in.

Kratos and Atreus are photoshoped in.

Rendered in Marmoset. Background is made in Photoshop

Rendered in Marmoset. Background is made in Photoshop

Rendered in Marmoset. Background and fire effects are made in Photoshop

Rendered in Marmoset. Background and fire effects are made in Photoshop

Close Ups

Close Ups

I separated the moss from the body's texture, applied it to a duplicate mesh with a push modifier, and used an alpha map to mask off. I'll explain in a breakdown why I did this.

I separated the moss from the body's texture, applied it to a duplicate mesh with a push modifier, and used an alpha map to mask off. I'll explain in a breakdown why I did this.

Beauty Turntable

Sculpted and Rendered in Zbrush

Sculpted and Rendered in Zbrush

Sculpted and Rendered in Zbrush

Sculpted and Rendered in Zbrush

Sculpted and Rendered in Zbrush

Sculpted and Rendered in Zbrush

Sculpted and Rendered in Zbrush

Sculpted and Rendered in Zbrush

Sculpt Turntable, rendered in Zbrush

Texture Turntable. This is supposed to be slower so you could easily scan through the textures. But due to AS's limitation. I have to make it shorter.

UV Groupings

UV Groupings

UDIM is used for the Body. Dividing into 4 parts, Head, Torso, Arms, Legs.

UDIM is used for the Body. Dividing into 4 parts, Head, Torso, Arms, Legs.

Tounge and Teeth are in the same texture map. While eyeballs and Sclera are in 2 separate 1K maps. Sclera doesn't have a texture, its mostly material settings.

Tounge and Teeth are in the same texture map. While eyeballs and Sclera are in 2 separate 1K maps. Sclera doesn't have a texture, its mostly material settings.

Bonus Turntable

Bonus Turntable