- CONCEPT ART
Create a 2D design
- Integration in the graphic style of production.
- Psychological study of the character in context. (scenario)
- Search for Réfferences.
- Proposed concepts.
- Study of the topology to create the best polygonflow for the rigging.
- Anatomical study.
- Establishment of the base mesh.
- Establishment of the model in Sub.
- Preparation of Shading Group
- Study of Shape in anticipation of the effects produced by the Light and Shade (specular, reflection ...)
EYES in 3 Shapes
Pupil
Iris
Cornea
I have separate 2 Shading group for the inside eye
able to work separately the white and the iris part.
- Choose methods adapted for production.
- Styling.
- Design in anticipation of the dynamics.
- Export test.
Cutting the skull in several Shading Group to styl, generate and independent simulations each hair strand.
Creating of UV Space for working independently to different parts of Texturing Lighting.
Easy to optimize the quality of textures for complex and heavy materials.
UV Space Integration on Mudbox for the texturing
Ex : map albedo (alpha)
Ex : map albedo (alpha)
- Export and Import all ellements (GOP,map...) on Relight.
Mix the different images to ArdDirrect any effect of shading on the selected areas.
In the Aftermath projet, the character of Amy represent the fragility and the inocence.
The work of PIXAR on the character of Brave inspired me a lot and it was a big chalenge for my first character to aim at this render.
I wanted to have a look very smooth for the skin.
I had to make a lot of research , especialy on shadows and the sss to be able to obtain this result.
- important work on SSS face with the PTC technology.
SSS test render
The PTC guaranteed me a great freedom to work.
Increase the precision of some areas on the Global Illumination
Or Bynde a shadow on a Shading Group.
Key light / shadow map
Organization in several light set to separate and work independently the different ellements.
Occlusion
Light Set ( environment, GI, key, back, fill ) test render
Reflexion test render
Eyes
The work of eyes was certainly the most complicated.
On a character the eyes are the first part the audience is looking at, so we need to get it well done and attractive .
The eyes must feel deep and alive while keeping a stylish cartoonish aspect.
It was kind of complicated to have the right reaction on the iris shader from the lighting, but I got it right in the end.