Monday, November 23, 2020

The Skull Part 2

 Painting the skull was super fun, I had a great 9 hour session getting the whole thing to look perfect. At first, the UV looked daunting to me being the shape that it was, but once I got the feel for how it was lay out, I managed to produce a result I'm very proud of. I will definitely be doing a few variations of textures for this model before moving onto the realistic textures version, and it has even inspired me to create more skulls from the game after this one, and even my own variation.


Here is the skull with the base colour on, rendered in Maya. I attempted to make the glow of the eyes and the nose look genuine even without an emmissive map (but added one later).

The proportions of the skull are slightly off from the game, as being a bit rusty in Zbrush after not using it for so long, I forgot all about dynamic perspective, and had been sculpting the whole time without it, and so had to alter the sculpt afterwards to fit the reference better. I've noticed the skulls from the game have a lot sharper edges than my skull, and the eyes are pushed further back so that the player can still see the silhouette from above. When I sculpted my skull, I was using reference images from concept art and in game images so my skull ended up being a mixture of those two. 

The skull in Sketchfab with a normal map, lighting, and emissive maps is all included Here

I feel as though this model has really pushed my skills in terms of sculpting, UVing, and painting and I have enjoyed every minute of my time with the model. Now I've finished this iteration of the texture, I shall be doing another skull from the game, and then my own variation of the texture. The other skull from the game (Hateful Bounty Skull) is a glistening silver skull with a few more deeper cracks throughout, and more glowing parts in different areas.

Hateful Bounty Skull (Sea Of Thieves - Rare 2018)


My version from the same perspective







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