Incarnate Devotion

Incarnate Devotion

Getting back to Blender, I try to do a simple project without heavy assets and play a lot with the shaders, putting into practice Gleb’s lighting course and doing retopology on a MetaHuman. And now, with my Blasphemous fever, I chose to do Incarnate Devotion.

here a little animation, almost two days rendering testing with 256 samples with a high resolution


A render with more resolution:

Add two images here. Change ‘data-direction-horizontal’ to ‘data-direction-vertical’ for a vertical slider.

Playing a little with the character with the slider comparison:

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Playing a little with the character with another pose:

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![IncarnateDevotionCompositionBlender5.1NotFrame|500x500]

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I think this will fit in the creepy beautiful category :thinking: but awesome work want to study that shader tree!

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Haha, thanks, Jason. Credit goes to the concept artist from Blasphemous game— SPOILER: this is the final boss of the second game.

The shader mixes two Principled BSDFs: one for the white skin and the other for the gilded filigree. The other nodes are bump nodes using procedural textures to create the cracks and gilded filigree effect :).

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Oh cool no worries about spoilers never played that game obviously probablynever will, but nice I must try to think of a way to use a shader set up similar to this inmy work…

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I featured you on BlenderNation, have a great weekend!

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Thank you very much Bart, it’s an honour. :star_struck:

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This is really beautiful, sort of scary though. Like many artwork on this forum, I am unable to understand what the art actually conveys :joy: but just like the others it is really good :slightly_smiling_face:…Not sure how you all shape the imagination/inspiration into artwork?! Any tip will be helpful :smiley:

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Hi Abhi, haha—it’s funny that the people I’ve shown this piece to in person, like Jason, have also described it as “terrifyingly beautiful.”

As I told Jason, it’s fan art of the final boss from Blasphemous 2, “The Incarnate Devotion.”
A bad/very rough summary of the game’s lore would be that this boss embodies the faith of the people in that world, since their faith is based on the belief that redemption from sin is achieved through suffering—the more one suffers, the purer the act.

It’s actually a good question what I was trying to convey with the piece, but to be honest, I just wanted to make some fan art and get back into Blender—I hadn’t done a render and posted here on the forum in years. I wanted to practice lighting with a character that wouldn’t require too much effort, one that didn’t involve a heavy sculpt that would eat up resources, since the goal was to practice lighting. And Blasphemous has grotesque but very beautiful pixel art, and among all the monsters, this one was the most feasible.

The real credit goes to the artist who made the pixel art and the concept. I’m just a nobody who made a 3D version.

concept art

game play

here another composition with a small variation in colors

As for the advice—lately we all tend to be perfectionists with the things we do. Wanting something well-made isn’t bad, but taken to the extreme it can become harmful and make us forget that, regardless of the outcome, we should enjoy the process. And with Blender in its current state, I simply enjoyed making this fan art.

So, find a workflow that feels pleasant to you, and by training yourself properly and being consistent, I think you’ll be able to spark that flame you’re looking for.

thanks for the message C:

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Hi, thank you for your advice… will keep it in mind while working and choosing topics to follow… :blush:

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Add two images here. Change ‘data-direction-horizontal’ to ‘data-direction-vertical’ for a vertical slider.

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Update the post with another small loop animation
2 samples of animation:

Here’s a video showing frames rendered from 1 to 8 samples progressively, just experimenting a little.

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adding more resolution, and testing the new tools of Blender 5.1

EDIT:
ok that last render sucks, I was trying to play with lights to increase the subsurface scattering effect but nah :nauseated_face: :face_vomiting:, also I have to return to 4.5 version because , yesterday testing with the new versions of blender I notice that the same scene with the same parameters changes somethings, for instance the shrink wrap value, and the voronoid textures that I use for the gild effect:


Add two images here. Change ‘data-direction-horizontal’ to ‘data-direction-vertical’ for a vertical slider.


renders with 10 samples in 4k takes betwen 3-4 min depending the volumetric effect.

for preview and fast render 1024x1024 with 2 samples take 10 seconds the trouble is the dittering so in that case is better increase to 126 samples

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Dude, this artwork goes so hard

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This is looking sweet! You really captured some kind of sadness in his eyes, I don’t know how todescribed it. I love it!

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@Gabriel_Swanson
thanks very much Gabriel, really apreciate!

@thanos_sotiriou

Thanks, Thanos. It’s interesting to read how people describe the sadness in his eyes. And thinking about it, yes, even though he is a god, he is still a newborn who has no idea what his purpose is. In his dialogue, with a scholastic tone, he speaks with frustration about that, and in one of the endings, he even cries.

Thanks for your comments. C:

image

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