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Macabre: Hunter/Forsaken Skin

I worked with Weforge to create a few PBR photorealistic skins for their game Macabre. I initially approached this mesh work as super optimised but was quickly told that they were happy with a high-poly character skin with high detailed textures, so I pivoted to that. We used the traditional Base colour, ARM/ORM, and normal maps. The master material used the normal map to create snow as can be seen on the cover art.

Thanks to Jake Hempson for creating the masks on the cover art and the initial higher poly base (and concept) for this character skin - it looks sick!

We ended up not using the skull on the side - but Jake did a great job with the design so I wanted to show it.

We ended up not using the skull on the side - but Jake did a great job with the design so I wanted to show it.

Wireframe view in Blender

Wireframe view in Blender

I used an array along a spline to make the bags customisable. Each bag is an instance of each other for optimisation purposes. They all use the same UVs (but the instances are placed on (1,0) to help with baking.

I used an array along a spline to make the bags customisable. Each bag is an instance of each other for optimisation purposes. They all use the same UVs (but the instances are placed on (1,0) to help with baking.

In engine view

In engine view