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Some characters & assets for Vampires: Bloodlord Rising

Armor
Modeled in Blender, textured in 3dCoat Textura

Armor
Modeled in Blender, textured in 3dCoat Textura

Vampire Hunter and Accessories
Hunter and crossbow were modelled and textured in Blender.
Head was made in Character Creator.
Spear and quiver were modelled in Blender, and textured in 3dCoat Textura

Vampire Hunter and Accessories
Hunter and crossbow were modelled and textured in Blender.
Head was made in Character Creator.
Spear and quiver were modelled in Blender, and textured in 3dCoat Textura

Vorago
Modeled in Blender, textured in 3dCoat Textura

Vorago
Modeled in Blender, textured in 3dCoat Textura

Bodies were created in Character Creator. 
Clothes and accessories were modeled in Blender and textured in 3DCoat Textura. 
Hair was created using the custom RapidHair Cards system.

Bodies were created in Character Creator.
Clothes and accessories were modeled in Blender and textured in 3DCoat Textura.
Hair was created using the custom RapidHair Cards system.

Wolves
Unreal Engine render

Wolves
Unreal Engine render

Unreal Engine render

Unreal Engine render

Unreal Engine render

Unreal Engine render

Unreal Engine render

Unreal Engine render

Unreal Engine render

Unreal Engine render

Modeled in Blender.
Textured in Blender and 3dCoat Textura.
Fur was created using the custom RapidHair Cards system.

Modeled in Blender.
Textured in Blender and 3dCoat Textura.
Fur was created using the custom RapidHair Cards system.

Modeled in Blender.
The models were created for Nanite, with baked vertex colors for ambient occlusion and cavity to blend with tileable textures.

Modeled in Blender.
The models were created for Nanite, with baked vertex colors for ambient occlusion and cavity to blend with tileable textures.

Corpse lying on table and impaled.
Modeled and textured in Blender.

Corpse lying on table and impaled.
Modeled and textured in Blender.

Modeled in Blender.
The ballista and cauldron cart were optimized for Nanite with baked vertex colors (AO, cavity, and dirt) blended with tileable textures.
The dragon merchant cart was modeled in Blender and textured in 3DCoat Textura.

Modeled in Blender.
The ballista and cauldron cart were optimized for Nanite with baked vertex colors (AO, cavity, and dirt) blended with tileable textures.
The dragon merchant cart was modeled in Blender and textured in 3DCoat Textura.

Modeled in Blender with base meshes from Plant Factory.
Sculpt, UVs, and vertex colors baked in Blender.
Swamp trees include a Geometry Nodes setup for hanging moss and vines.

Modeled in Blender with base meshes from Plant Factory.
Sculpt, UVs, and vertex colors baked in Blender.
Swamp trees include a Geometry Nodes setup for hanging moss and vines.

Swamp tree
Render in Unreal Engine

Swamp tree
Render in Unreal Engine

Trees on a test scene
Render in Unreal Engine

Trees on a test scene
Render in Unreal Engine

Statues
Modeled in Blender.
Baked vertex colors for AO, cavity & dirt.

Statues
Modeled in Blender.
Baked vertex colors for AO, cavity & dirt.

Eternal Mother statue
Modeled in Blender.
Baked vertex colors for AO, cavity & dirt.

Eternal Mother statue
Modeled in Blender.
Baked vertex colors for AO, cavity & dirt.

Modeled in Blender.
Individual planks were sculpted, then assembled into modular wall sets using Geometry Nodes.
Vertex colors were baked for AO, burn mask, and glowing embers.

Modeled in Blender.
Individual planks were sculpted, then assembled into modular wall sets using Geometry Nodes.
Vertex colors were baked for AO, burn mask, and glowing embers.

Modeled in Blender.
Individual planks were sculpted, then assembled into modular wall sets using Geometry Nodes.
Vertex colors were baked for AO, burn mask, and glowing embers.

Modeled in Blender.
Individual planks were sculpted, then assembled into modular wall sets using Geometry Nodes.
Vertex colors were baked for AO, burn mask, and glowing embers.

Modeled in Blender.
Individual planks were sculpted, then assembled into modular wall sets using Geometry Nodes.
Vertex colors were baked for AO, burn mask, and glowing embers.

Modeled in Blender.
Individual planks were sculpted, then assembled into modular wall sets using Geometry Nodes.
Vertex colors were baked for AO, burn mask, and glowing embers.

Modeled in Blender.
Individual planks were sculpted, then assembled into modular wall sets using Geometry Nodes.
Vertex colors were baked for AO, burn mask, and glowing embers.

Modeled in Blender.
Individual planks were sculpted, then assembled into modular wall sets using Geometry Nodes.
Vertex colors were baked for AO, burn mask, and glowing embers.

Chapel with temporal lighting.
Render in Unreal Engine

Chapel with temporal lighting.
Render in Unreal Engine

Chapel with temporal lighting.
Render in Unreal Engine

Chapel with temporal lighting.
Render in Unreal Engine

Chapel with temporal lighting.
Render in Unreal Engine

Chapel with temporal lighting.
Render in Unreal Engine

Chapel with temporal lighting.
Render in Unreal Engine

Chapel with temporal lighting.
Render in Unreal Engine