The beaverdon in game asset

Track dressing creature asset the Beaverdon responsible for extensive deforestation and airborne dispersal of harvested logs on one of our prehistoric racing tracks whilst creating waves with massive tail slaps into the water. A monstrous presence in our family friendly multiplayer combat racer “tidal rush” mk inspired on water. A fun fantastical mega fauna inspired prehistoric mammalian character. Done mostly in my spare time alongside track character and environment work. Around 24 hrs total working time start to finish with a few tweaks upon implementation in engine and for animators needs. 95% on iPad Pro with nomad - procreate - cozyblanket through to maya and marmoset briefly on PC. Setup in unity in the project. The inspiration for this creature came from obviously a beaver, a glyptodon, an armadillo and a megatherium at the back of my mind. Made a quick value study concept as a basis. This was also a first test of alpha stamps for high frequency detailing like the figure and beading on the armor plates ( trying to get out of the clay sculpting mindset habit of crafting every one ) which sped up the process quite a bit with a couple of handmade alphas.

Final mostly ipad workflow 10 mins in marmoset

Baked down low poly from 7 million to 7500 tris to support animation. Currently terrorising players on on track 3 in tidal rush hurling felled trees down the mountain track lanes.

High poly sculpt of the beaverdon capture from nomad.

High poly sculpt pass continued.

High poly sculpt pass continued.

Wip block out detail pass beginning

Wip block out detail pass beginning