Character Model / Lookdev / Lighting
An exciting project I worked on at Tendril. We had three high-end characters to create for the spot, I was in charge of the Bounty Hunter.
I got a concept art to start from and I then pushed it in a first pass of sculpt. I then remodeled the character in good old polygons as i wanted to try some higher tier lookdev techniques on it. All in all, a lot of sweat, but great fun !
The Bounty Hunter
On this character, I had around a 100 UDIMs, with about 3 to 5 layered materials. Materials where split by UDIM groups, on over 250+ individual objects. I also developped a custom map baking tool, right inside Maya with Redshift, to be able to quickly process high quality info maps (AO, Curvature and such) on the mechanical parts. I ended up with 1500+ maps, ranging from very small 256x256 to large 4096x4096.
This turned out a fantastic workflow as I had a lot of flexibility, with the added benefit of having no perceptual symmetry or duplicated textures, with a rather good rendertime. All done with Mari / Maya / Redshift.
Making-Of
Check out the amazing making-of by Martin Gunnarsson, lead-rigger on the project.
Work-in-Progress