Casket Mimic
Wireframe View

Wireframe View

Wireframe View

Wireframe View

Wireframe View

Wireframe View

High Poly Sculpt. I only sculpted on the parts that needed it.

High Poly Sculpt. I only sculpted on the parts that needed it.

Base Color Map for Tongue, Inner Mouth, Eye Sockets, and Outer Flesh

Base Color Map for Tongue, Inner Mouth, Eye Sockets, and Outer Flesh

Detail map for Tongue, Inner Mouth, Eye Sockets, and Outer Flesh

Detail map for Tongue, Inner Mouth, Eye Sockets, and Outer Flesh

Normals map for Tongue, Inner Mouth, Eye Sockets, and Outer Flesh

Normals map for Tongue, Inner Mouth, Eye Sockets, and Outer Flesh

Base Color map for Teeth, Eyes, Gums, and Casket

Base Color map for Teeth, Eyes, Gums, and Casket

Detail map for Teeth, Eyes, Gums, and Casket

Detail map for Teeth, Eyes, Gums, and Casket

Normals map for Teeth, Eyes, Gums, and Casket

Normals map for Teeth, Eyes, Gums, and Casket

Casket Mimic

I wanted to try my hand at something a bit more organic in its nature so I decided to create a mimic. Most mimics you see on the internet are typically treasure chests since that tends to be the popular trope, but I wanted to branch out and do something a little different to have it stand out a little bit from the rest. My design is based off of a casket instead. The concept/design is all something that I came up with and developed over the length of the project, starting with an initial rough photobash of what I had in mind.

These screenshots feature the Mimic in 3 different angles, rendered in UE4, painted in Substance, and using two 2048 texture sheets for the materials. I started by modeling the casket in Max and then blocking out some of the other pieces to fit into it. Once I had a rough idea of the silhouette in a 3D space I take it to Zbrush to sculpt and combine pieces that I feel need to be meshed together. Once I have the hi poly from the sculpt or multi SubD levels I will make duplicates and then reduce the poly count for my pieces. A lot of the organic pieces can be tricky to reduce with out loosing too much of their detail and shape while still maintaining a decent topology. This is where I probably struggled the most, but I messed with it until I found something that I could work with. I also did some of my unwrapping with UV Master in ZBrush for mostly the organic bits since it can UV general areas pretty quickly. I took the model and UV's back into max so I could finish UVing the rest and make some minor adjustments where needed. Max was also where I used the Bend modifier to give the mimic its warped/jumpy look.

Once I had all of that figured out I took it into Substance painter. The texturing process was pretty fun this time around because I got to try some new things. I also stumbled upon some cool designs by accident when I was messing around with a few of my layers. I was limiting myself to two texture sheets to see how far I could push the realism while still not having it be too expensive. When I started the texturing I was thinking "oh man, I am not really feeling this. This isn't how I want this to look." but after a few hours of focusing the design started to really come together. I can say I am really happy with how it turned out!

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