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Great Jagras

I gladly present to you my first project that I made in my third year at Creative Seeds.
The shots are rendered in Guerilla render, a soft we discovered during this project. The compositing is done in Nuke.
We had 2 weeks to model it, 2 weeks to texture it, and 1 week to do the lighting and rendering.

I learned a lot during this project, especially about the workflow for a highly detailed creature.

This creature is based on the Great Jagras, a monster from the game Monster Hunter : World

I sculpted the details in zbrush, and made the scales and finer details in substance painter with different tilable maps. I then combined the two displacements coming from zbrush and painter together in Guerilla render.

My references. The concepts are from the artbook of the game Monster Hunter

My references. The concepts are from the artbook of the game Monster Hunter

I had a lot of references of komodo dragons and iguanas, because their anatomy and scales where close to the ones of the Great Jagras

I had a lot of references of komodo dragons and iguanas, because their anatomy and scales where close to the ones of the Great Jagras

To have a color variation for each scale, I made different maps out of the default height map

To have a color variation for each scale, I made different maps out of the default height map

With the different maps i could then obtain variation for each type of scales

With the different maps i could then obtain variation for each type of scales

A quick video demonstrating my substance designer nodes

On the albedo pass you can see the subtle variation for each scale

On the albedo pass you can see the subtle variation for each scale