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Godfall - DLC - Heart of Darkness Asset
Screen grab from the Fire and Darkness DLC transition to Lightbringer Cinematic. The first view of the Heart of Darkness.

Screen grab from the Fire and Darkness DLC transition to Lightbringer Cinematic. The first view of the Heart of Darkness.

Heart of Darkness takes over the Air Realm

Heart of Darkness takes over the Air Realm

Heart of Darkness Raw sculpt with isolation maps and some lighting in Blender Cycles. All the scales and detail maps were added in Unreal Engine

Heart of Darkness Raw sculpt with isolation maps and some lighting in Blender Cycles. All the scales and detail maps were added in Unreal Engine

The base mesh for the "skybox" of the Lightbringer mode. I produced this using curves. The biggest challenge was getting the UV's to scale properly because the lengths were different for many of the coils.

The base mesh for the "skybox" of the Lightbringer mode. I produced this using curves. The biggest challenge was getting the UV's to scale properly because the lengths were different for many of the coils.

Godfall - DLC - Heart of Darkness Asset

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

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