Forest Baronto
The Forest Baronto, a phantom in emerald scales, glides through dense foliage. Built for agility like its kin, its powerful legs and wicked horns navigate the forest with ease. Whispers speak of its dominion over the woods: manipulating plant growth, vanishing into leaves, or even commanding the creatures that dwell beneath the boughs.
It was made using ZBrush and Blender and textured in Substance Painter. Down here you'll find the technical details of it.
Geometry:
- Vertices: 7048
- Edges: 14202
- Faces: 7164
- Triangles: 14076
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 model was designed to work on any major game engine.
Got any question or suggestion? Send us a message or leave a coment.
Forest Baronto
Forest Baronto
The Forest Baronto, a phantom in emerald scales, glides through dense foliage. Built for agility like its kin, its powerful legs and wicked horns navigate the forest with ease. Whispers speak of its dominion over the woods: manipulating plant growth, vanishing into leaves, or even commanding the creatures that dwell beneath the boughs.
It was made using ZBrush and Blender and textured in Substance Painter. Down here you'll find the technical details of it.
Geometry:
- Vertices: 7048
- Edges: 14202
- Faces: 7164
- Triangles: 14076
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 model was designed to work on any major game engine.
Got any question or suggestion? Send us a message or leave a coment.