2019
Darksiders 2 / Deaths' Mask
2019
Darksiders 2 /
Deaths' Mask
DARKSIDERS 2
DEATHS' MASK
LAMI ACCOUNTANCY LTD.
Darksiders 2 /
Deaths' Mask
Role in Project
3d Modeling
Digital Sculpting
Texture
Lighting
Animation
Particles
A 3d sculpting exercise that transformed into a
more detailed project. This mask is from one of
the four horsemen in THQ's Action Adventure
videogame 'Darksiders 2'.
Role in Project
3d Modeling
Digital Sculpting
Texture
Lighting
Animation
Particles
A 3d sculpting exercise that transformed into a
more detailed project. This mask is from one of
the four horsemen in THQ's Action Adventure
videogame 'Darksiders 2'.
Role in Project
Creative Direction
Branding
Website Design
A local freelance accountant in Epsom
approached us needing a rebrand of
their identity.
The brand was given a bright color scheme in
relation to the owners' positive and friendly
attitude. An entirely new brand was created,
which included business cards and a website.
Role in Project
3d Modeling
Digital Sculpting
Texture
Lighting
Animation
Particles
A 3d sculpting exercise that transformed into a more detailed project. This mask is from one of the four horsemen in THQ's Action Adventure videogame 'Darksiders 2'.
Final Render
Final Render
Process / reference & research
Process /
reference & research
After seeing the sculpting feature in Cinema 4d, I decided to give myself a project in order to practice and learn the technique. With that came the search for reference imagery to help me sculpt the mask effectively.
After seeing the sculpting feature in Cinema 4d, I decided to give myself a project in order to practice and learn the technique. With that came the search for reference imagery to help me sculpt the mask effectively.
While I wanted to create Deaths' mask from the videogame,
recreating the low poly version wouldn't be unique.
So as a challenge, realism was the preferred method for this project.
While I wanted to create Deaths' mask
from the videogame, recreating the
low poly version wouldn't be unique.
So as a challenge, realism was the preferred
method for this project.
While I wanted to create Deaths' mask
from the videogame, recreating the
low poly version wouldn't be unique.
So as a challenge, realism was the
preferred method for this project.
Process / development
Process /
development
Modeling in a 3d space can be a challenge depending on the object and method being used but digital sculpting felt therapeutic and fun. Being my first time, I found refining the surface very intuitive.
I tried sculpting with my hands in a class recently and found
building up the clay and modeling challenging due to my amateur skills but in comparison, digital sculpting felt easier.
Modeling in a 3d space can be a challenge depending on the object and method being used but digital sculpting felt therapeutic and fun. Being my first time,
I found refining the surface very intuitive.
I tried sculpting with my hands in a class recently and found building up the clay and modeling challenging due to my amateur skills but in comparison, digital sculpting felt easier.
Modeling in a 3d space can be a challenge depending on the object and method being used but digital sculpting felt therapeutic and fun. Being my first time, I found refining the surface very intuitive. I tried sculpting with my hands in a class recently and found building up the clay and modeling challenging due to my amateur skills but in comparison, digital sculpting felt easier.
I still have a long way to go regarding 3d modeling and
mastering the various techniques but digital sculpting is
definitely a style I will refine in the future. I've always heard
about Zbrush and it's capabilities so I will definitely try it out.
I still have a long way to go regarding
3d modeling and mastering the various techniques but digital sculpting is
definitely a style I will refine in the future. I've always heard about Zbrush and it's capabilities so I will definitely try it out.
I still have a long way to go regarding 3d modeling and mastering the various techniques but digital sculpting is definitely a style I will refine in the future. I've always heard about Zbrush and it's capabilities so I will definitely try it out.
Process / texture & lighting
Process /
texture & lighting
For texturing and lighting, I decided to use Solid Angle's
Arnold Renderer. The results achieved with this rendering
software have always been impressive and I wanted to become familiar with as many of them as possible. Learning anything
new takes time, so I watched several hours of tutorials to
understand how it operates, in order to utilize its many features
to acquire the desired result.
The images on the left show render tests of textures and lighting.
The first shows a bone texture applied to the mask with a 3 point lighting setup. The second image shows a burnt, scarred and aged mask texture with different colored lighting to acquire a moody result.
For texturing and lighting, I decided to use Solid Angle's
Arnold Renderer. The results achieved with this rendering
software have always been impressive and I wanted to
become familiar with as many of them as possible.
Learning anything new takes time, so I watched several
hours of tutorials to understand how it operates, in order
to utilize its many features to acquire the desired result.
The images on the left show render tests of textures and lighting. The first shows a bone texture applied to the mask
with a 3 point lighting setup. The second image shows a
burnt, scarred and aged mask texture with different colored lighting to acquire a moody result.
For texturing and lighting, I decided to use Solid Angle's Arnold Renderer. The results achieved with this rendering software have always been impressive and I wanted to become familiar with as many of them as possible.
Learning anything new takes time, so I watched several hours of tutorials to understand how it operates, in order to utilize its many features to acquire the desired result.
The images above show render tests of textures and lighting. The first shows a bone texture applied to the mask with a 3 point lighting setup. The second image shows a burnt, scarred and aged mask texture with different colored lighting to acquire a moody result.
3 points of moody light.
3 points of moody light.
Process / particles
Process /
particles
Adding flames and burning embers to the project was a must to give the mask of Death depth since I wasn't adding a full body character to accompany it. Using the emitter system allowed me to create some dynamic particles for the embers and exploding sparks from the eyes.
Adding flames and burning embers to the project was a must to give the mask of Death depth since I wasn't adding a full body character to accompany it. Using the emitter system allowed me to create some dynamic particles for the embers and exploding sparks from the eyes.
The number of particles used in research and testing gave
great results but unfortunately, my system couldn't handle
the immense number of particles in conjunction with
Turbulence FD's simulation.
This was a good exercise in optimizing the project in order
to get the required result with limited hardware specs.
The number of particles used in research and testing
gave great results but unfortunately, my system
couldn't handle the immense number of particles in
conjunction with Turbulence FD's simulation.
This was a good exercise in optimizing the project
in order to get the required result with limited
hardware specs.
The number of particles used in research and testing gave great results but unfortunately, my system couldn't handle the immense number of particles in conjunction with Turbulence FD's simulation.
This was a good exercise in optimizing the project in order to get the required result with limited hardware specs.
Using Turbulence FD was a great experience in creating flames and small explosions for the eyes. It still took some time to optimize and get the
required result but it also allowed me the option to change the color of the flames to reflect the characters emerald flame seen in the videogame.
Using Turbulence FD was a great experience in
creating flames and small explosions for the eyes.
It still took some time to optimize and get the
required result but it also allowed me the option to change the color of the flames to reflect the
characters emerald flame seen in the videogame.