Blaspheme Gullet - Realtime

Real-time creature created during the LAVA Workshop with the renowned artist Glauco Longhi.
It’s always an honor to learn from someone who conveys such deep technical mastery and inspires a genuine passion for artistic excellence.
I’d also like to thank my dear friend and mentor Gilberto Magno, whose journey has been a deep source of inspiration and a constant presence in my professional path throughout the years.
The concept was originally based on the artwork of Regin Wellander, and the creature was reimagined in two distinct versions: one with a more naturalistic aesthetic, and another with a decayed, aggressive look — drawing influences from games like Bloodborne, Diablo IV, and Silent Hill.
Entirely built with a real-time production mindset using Unreal Engine 5.5 (The hair was created using XGen, since I already have experience with hair cards, I decided to explore this new technique to expand my technical knowledge in grooming.

Roughness Map

Roughness Map

Topology

Topology

Base Color -  Rot/Zombie version

Base Color - Rot/Zombie version

Base Color - Vitiligo

Base Color - Vitiligo

UV Sets - 4k

UV Sets - 4k

XGEN

XGEN

In this render, I pushed the Subsurface Scattering to the extreme on purpose, aiming for a more cadaveric/demonic vibe — something that resonates with fans of visual-heavy horror like Scorn, Doom, or Agony. It’s a stylistic choice to amplify the grotesque

In this render, I pushed the Subsurface Scattering to the extreme on purpose, aiming for a more cadaveric/demonic vibe — something that resonates with fans of visual-heavy horror like Scorn, Doom, or Agony. It’s a stylistic choice to amplify the grotesque

Work in progress

Work in progress

Work in progress

Work in progress

The gaze of hunger.
Soulless, yet alive.

The gaze of hunger.
Soulless, yet alive.

;)

;)