Inspiration
This model created due to my love for the game Dungeons and Dragons and one of the creatures in it, the kobold. I took reference to the many ways kobolds are designed shape wise in the art depicted of them.
How I built it
I created this model as a sculpt in ZBrush focusing on creating a lengthy and somewhat creepy physical build. After polypainting, I then took the model to substance painter to create better texture results. I then rigged the Kobold in 3ds Max to animate and pose it to make it look more alive. The final renders were then done in Unreal Engine.
Challenges I ran into
It took me awhile in the sculpting process to make the proportions and muscles the way I want while still sticking to a realistic style.
What I learned
This project was the first time I imported a character model into Unreal and I learned to achieve nice looking game renders of the model I made.
Built With
- 3ds-max
- substance-painter
- unreal-engine
- zbrush


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