I had the opportunity to take another asset from concept to in-game. This time it was the enemy for the Lightbringer game mode! The process for this involved base models to scale for the claw variations as well as for the heart and then Zbrush larger detail refinements overtop. The claws were double ended to produce variation so they could have the same maps but be flipped around. Texturing was done in Substance painter, and moving materials for the internal glows were accomplished in Unreal Engine. The skybox coils were modeled in blender using Curves over a shell and then all backside faces were removed after triangulation and remeshing.
You can check out the concepts for this here:
https://www.artstation.com/artwork/B1rnW9
Animation of HoD by Eli Brennan
Lighting by Igor Titov:
https://www.artstation.com/gheromo
Cinematics lead Sam Irwin