![](https://cdn.myportfolio.com/c2d5f1fc-afe7-4df5-b655-147087d6a081/011b3a6e-80da-4d6c-9570-40b5ac2a57d7_rw_1920.png?h=72f10fbab02e7e9e585b08d20de4c064)
Concepting
I was particularly inspired by horns, wings, and skulls. I also tended to like swords with holes in the middle of them. I ended up with a combination of the two
![Final Design](https://cdn.myportfolio.com/c2d5f1fc-afe7-4df5-b655-147087d6a081/3d7873b1-6977-4ae0-86d9-4f20e40ba1fc_rw_1920.jpg?h=2628b795e0adc5e0df051a87e02ca9ac)
Final Design
![Ideation](https://cdn.myportfolio.com/c2d5f1fc-afe7-4df5-b655-147087d6a081/71c0f900-4d53-463e-94ec-89c5d8e4f6ba_rw_1920.jpg?h=4fa04b587718dfdf94739c41e8d995de)
Ideation
![Moodboard](https://cdn.myportfolio.com/c2d5f1fc-afe7-4df5-b655-147087d6a081/ebf94bb0-cbae-4eea-8834-ef586956aba2_rw_1200.png?h=7e1b7de23b75c20b3815f4032be3c110)
Moodboard
Reference
My goal with the art style was to mix realism with a more painterly style. I planned to model the sword fairly realistically, perhaps with a bit less high end detail than true realism in the skull. I also had to do a lot of work in texturing to create this style.
![Modeling Reference](https://cdn.myportfolio.com/c2d5f1fc-afe7-4df5-b655-147087d6a081/31bc6cd9-da41-429e-97f3-523ffa8f4f30_rw_1920.png?h=01d7cf199d1987856546d4a24e536a8f)
Modeling Reference
![Textural Reference](https://cdn.myportfolio.com/c2d5f1fc-afe7-4df5-b655-147087d6a081/194e49e9-0c6b-497a-b8e0-bd3f7e2af2cd_rw_1920.jpg?h=6198217ec18db5e58cdd1b7d765a2649)
Textural Reference
Modeling and Sculpting
I modeled the base mesh using Sub-D modeling techniques in Maya. I avoided modeling the skull and horns, as I felt like they would be easier to model in ZBrush.
I used ZBrush in order to sculpt the skull and add detail to the rest of the sword. I relied heavily on reference for modeling the skull.
I brought the skull back into Maya for retopoing to create a low poly model for texturing.
Final Mesh:
Quads: 4840
Tris: 9583
![Final ZBrush Sculpt](https://cdn.myportfolio.com/c2d5f1fc-afe7-4df5-b655-147087d6a081/1b033793-0174-493b-9572-e937e7fd2bc1_rw_1920.png?h=5d2a7c9c09ac2d8f0747d622a96d4a52)
Final ZBrush Sculpt
![Low Poly](https://cdn.myportfolio.com/c2d5f1fc-afe7-4df5-b655-147087d6a081/3591b3c0-3cfa-43d5-89ee-1c720c8ae312_rw_1920.png?h=5fb64573bcb3ee238d6f53da8d3c3e65)
Low Poly
Texturing and Rendering
I used Substance Painter in order to create my Diffuse Map. I tried to aim for a more hand painted, but realistic look when creating the texture.
I rendered in Marmoset Toolbag.
![](https://cdn.myportfolio.com/c2d5f1fc-afe7-4df5-b655-147087d6a081/e7e18e1c-a2cf-4a2b-a703-91ce48189e3d_rw_1920.png?h=901de40fa76ae5765f91dd066b6582ad)
![](https://cdn.myportfolio.com/c2d5f1fc-afe7-4df5-b655-147087d6a081/93ecfe70-0b4f-4e3c-a5a4-23388b13e933_rw_1920.png?h=c9e70719651f90142520ebaf16dbd0eb)
![](https://cdn.myportfolio.com/c2d5f1fc-afe7-4df5-b655-147087d6a081/f68f2d7d-e0fb-49d7-ac15-dfc18b127ca7_rw_1920.png?h=f618046a62b5114cc3fc542492395c76)
![](https://cdn.myportfolio.com/c2d5f1fc-afe7-4df5-b655-147087d6a081/dd021590-7231-4f16-8971-707671c1e942_rw_1920.png?h=c0356f7fbcd67de0897d7c06b16d1e89)
Materials
Photoshop: Concepting, compiling reference images
Maya: Base mesh modeling, retopology, UV unwrapping
ZBrush: High poly sculpting
Substance Painter: Texture baking and texturing
Marmoset Toolbag: Lighting and rendering
Maya: Base mesh modeling, retopology, UV unwrapping
ZBrush: High poly sculpting
Substance Painter: Texture baking and texturing
Marmoset Toolbag: Lighting and rendering