making of the beowulf troll
this hero asset took some time.
This Troll was not a one of a kind, so many variations were an important factor. It varied in many ways, from size, scars and those big old horns. The complicated factor for this creature, apart from the design and detail, was that we decided to use vector maps to drive the muscles.
Deforming a mesh
Creating a realistic character relies on unique topology, which can drive and deform the creature in the correct way.
On top of the topology we also created vector maps which drove the mesh even further to portray the muscles contracting and stretching. This procedure used multiple maps, depending on the vertices position. Vertices grouping together would inflate the muscle and vertices stretching would deflate the muscle, all while a vector map is sat on top projecting the sculpted detail.