Doom Eternal - Egg Sac Recreation

The final result in Unity, with the particle effects built with the Particle System.

The first part of the process was sketching out a high poly sculpt, with the rough shape started in Maya, and smoothed out with Sculptris. Custom brushes used to sketch in texture in Substance Painter.

Brush 1/3 of the custom brushes I made for adding details to the model in Substance Painter, derived from custom brushes I made for 2D painting in Photoshop.

Brush 1/3 of the custom brushes I made for adding details to the model in Substance Painter, derived from custom brushes I made for 2D painting in Photoshop.

Brush 2/3 of the custom brushes I made for adding details to the model in Substance Painter, derived from custom brushes I made for 2D painting in Photoshop.

Brush 2/3 of the custom brushes I made for adding details to the model in Substance Painter, derived from custom brushes I made for 2D painting in Photoshop.

Brush 3/3 of the custom brushes I made for adding details to the model in Substance Painter, derived from custom brushes I made for 2D painting in Photoshop.

Brush 3/3 of the custom brushes I made for adding details to the model in Substance Painter, derived from custom brushes I made for 2D painting in Photoshop.

Color Map.

Color Map.

Emissive Map.

Emissive Map.

Normal Map.

Normal Map.

Roughness Map.

Roughness Map.

Been playing a bit of the Doom Eternal DLC, The Ancient Gods, and I came across these egg sacs in the second level that really grabbed my attention. So, I wanted to see if I could recreate them! Generally a quick and dirty just to get the technique down rather than an exact replica, and with an interest in retaining some of my bright, brush-heavy style in the texture and particle work. This was a lot of fun to work on, and I learned a ton of new tricks. My process is detailed below as well.

In addition to the standard process of sculpting and texturing, one of the big challenges was getting the simulation for the inflatable egg. To solve this, I used NCloth in Maya, baked the vertex animations to joints, and exported as an FBX. From there, things went (mostly) well after importing into Unity! Then, it was a matter of carefully using smoke and spark effects to cover the transitions between different models, which the original effect in The Ancient Gods really excels at.