Sirris of the Sunless Realms | Realtime Dark Souls Fan Art
Final Real time Model With Fog

Final Real time Model With Fog

Wireframe Stats

Wireframe Stats

Final Real time Model With Fog

Final Real time Model With Fog

Final Real time Model With Fog

Final Real time Model With Fog

Marmoset Viewer

Final Real-time Model and wireframe

Final Real-time Model and wireframe

Final Real-time Model Relaxed and wireframe

Final Real-time Model Relaxed and wireframe

Final Real-time Side and wireframe

Final Real-time Side and wireframe

Character Clay render from Keyshot - Made in Zbrush

Character Clay render from Keyshot - Made in Zbrush

Wireframe Low Poly, Rendered in Marmoset

Wireframe Low Poly, Rendered in Marmoset

Final Sword Real Time

Final Sword Real Time

Sword Clay render from Keyshot - Made in Zbrush

Sword Clay render from Keyshot - Made in Zbrush

Final Real-time Environment

Final Real-time Environment

Environment Wireframe

Environment Wireframe

Fire tutorial using Maya, Photoshop 2018, and  Marmoset

Fire tutorial using Maya, Photoshop 2018, and Marmoset

Zbrush Hi-Poly of the Environment

Zbrush Hi-Poly of the Environment

Texture Sets

Texture Sets

Low Poly UV map Breakdown

Low Poly UV map Breakdown

Lighting Setup in Marmoset (with Fog)

Lighting Setup in Marmoset (with Fog)

Zbrush silhouette posing - Done with Transpose Master

Zbrush silhouette posing - Done with Transpose Master

Evolution of the Head from initial blocking to finalized Real time Render

Evolution of the Head from initial blocking to finalized Real time Render

Final Real-time Model (Without Fog)

Final Real-time Model (Without Fog)

References, but check out the block at artstation.com/adammarlow/blogs

References, but check out the block at artstation.com/adammarlow/blogs

Sirris of the Sunless Realms | Realtime Dark Souls Fan Art

This is a Dark Souls 3 Real Time Fan Art created using the Video Game Art Pipeline. This project started from the Game Artist 360 course from the Game Arts institute. I love Dark Souls and this NPC has a cool design so I re-imagined more in my own vision. I have to thank Ryan Kingslien and Adam Skutt to give me the opportunity to grow more. I learned so much that I could write a book and it still would not be enough. I appreciate everyones support for me on this journey. Thanks for checking it out!

Breakdown:
Modeling: Maya 2016/2017, Zbrush 2018
Clothes: Marvelous Designer 6
Texturing/Alpha Creation: Substance Painter 2, Adobe Photoshop and Illustrator, Mari 3.4
Retypology: Topogun 2
Rendering: KeyShot and Marmoset Toolbag 3

Total tricount: 81k
1 4k map, 3 2k map, 1 1k map.

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