Dark Baronto
The Dark Baronto, a monstrous descendant of dragons, shimmers with dark purple scales, a hint at the shadowy power coursing through its veins. Two great, curved horns adorn its head, perfect for combat or display. Built for agility, its slender frame and powerful legs propel it with impressive speed and nimbleness, allowing it to navigate treacherous landscapes with ease. Though the exact nature of its darkness remains a mystery, whispers speak of its ability to manipulate shadows, unleash fire, or even control minds with its malevolent will.
It was made using ZBrush and Blender and textured in Substance Painter. Down here you'll find the technical details of it.
Geometry:
- Vertices: 6815
- Edges: 13735
- Faces: 6930
- Triangles: 13610
Textures:
- 8K maps
- Albedo
- Ambient Occlusion
- Roughness
- Normal Map (OpenGL and DirectX)
- Emissive
- Occlusion map and Roughness map are packed in a single texture.
Rig:
- Bones grouped and coloured
- Separated in Collections
- Rig UI script
- IK FK Switch for legs and arms
- Can mask parts of the body out
You'll be able to find 2 more subdivisions in the Blender file to be used as LODs, the details presented here are from the highest LOD (lower details).
This mo
Dark Baronto
Dark Baronto
The Dark Baronto, a monstrous descendant of dragons, shimmers with dark purple scales, a hint at the shadowy power coursing through its veins. Two great, curved horns adorn its head, perfect for combat or display. Built for agility, its slender frame and powerful legs propel it with impressive speed and nimbleness, allowing it to navigate treacherous landscapes with ease. Though the exact nature of its darkness remains a mystery, whispers speak of its ability to manipulate shadows, unleash fire, or even control minds with its malevolent will.
It was made using ZBrush and Blender and textured in Substance Painter. Down here you'll find the technical details of it.
Geometry:
- Vertices: 6815
- Edges: 13735
- Faces: 6930
- Triangles: 13610
Textures:
- 8K maps
- Albedo
- Ambient Occlusion
- Roughness
- Normal Map (OpenGL and DirectX)
- Emissive
- Occlusion map and Roughness map are packed in a single texture.
Rig:
- Bones grouped and coloured
- Separated in Collections
- Rig UI script
- IK FK Switch for legs and arms
- Can mask parts of the body out
You'll be able to find 2 more subdivisions in the Blender file to be used as LODs, the details presented here are from the highest LOD (lower details).
This mo