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A Mage Armour for sergal! Made for Araclast, By OneSilix

A finished commission I did for Araclast! A mage armour for his VR avatar that is a sergal!

With a bronze chest piece, silky fabrics with gold treading! I'm delighted with how it turned out and grateful for Araclast's trust in me with this creation!

This project took me 31 hours to complete!

a 3d view for your close inspection

A clip of me testing it in VRC! I did some minor tweaks after this but here it's 99% done and ready for delivery!

Set up and ready in unity!

Set up and ready in unity!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

Some tasty renders from Blender!

The armour uses 3 UV maps. That is so I can have 2k textures in Unity to have better performance

The armour uses 3 UV maps. That is so I can have 2k textures in Unity to have better performance

How the skinning looks

How the skinning looks

Its all rigged with Full body tracking in mind!

Its all rigged with Full body tracking in mind!

How the mesh looks, The focus was on keeping the poly count down but not sacrificing deformations.

How the mesh looks, The focus was on keeping the poly count down but not sacrificing deformations.