The character is done as internal R&D, to look-dev a shader setup, test a new clothmaterial pipeline and create a third high quality character for our demo. My role in the creation was lead artist of the character team.
Creative and Art Direction: Johannes Pfeifer
Lead: Jonas Schneider
3D Artists: Anette Heydemann
Rigging, Skinning: Jonathan Hess
Shader Programming: Joel Meyer
Poster Design: Simon Seitz
The face is based on a 3dscanstore scan and over sculpted by me. I created assorted blend shapes, for the character to have facial expressivity. The Body is from Benjamin, slightly oversculpted by me. Edgeflow and UVs done by Anette Heydemann. Textures based on scandata, tweaked by Anette Heydemann and me.
Clothing done by me. Pattern done in Marvelous Designer, over sculpted in ZBrush, retopo in Maya, maps baked in Substance. Cloth shader done with Johannes Pfeifer and Joel Meyer.
Shading was done using the shader we developed for the Menotai character, based on Unreal Skin Material, altered by Joel Meyer, setup and tweaks by me.
As an experiment I also setup Ruben in Marmoset Toolbag Rendering, lit him and tried the animation feature in Toolbag, utilizing a variation of the blendshape animation I did for the face.
The character is done as internal R&D, to look-dev a shader setup, test a new clothmaterial pipeline and create a third high quality character for our demo. My role in the creation was lead artist of the character team.
Creative and Art Direction: Johannes Pfeifer
Lead: Jonas Schneider
3D Artists: Anette Heydemann
Rigging, Skinning: Jonathan Hess
Shader Programming: Joel Meyer
Poster Design: Simon Seitz
The face is based on a 3dscanstore scan and over sculpted by me. I created assorted blend shapes, for the character to have facial expressivity. The Body is from Benjamin, slightly oversculpted by me. Edgeflow and UVs done by Anette Heydemann. Textures based on scandata, tweaked by Anette Heydemann and me.
Clothing done by me. Pattern done in Marvelous Designer, over sculpted in ZBrush, retopo in Maya, maps baked in Substance. Cloth shader done with Johannes Pfeifer and Joel Meyer.
Shading was done using the shader we developed for the Menotai character, based on Unreal Skin Material, altered by Joel Meyer, setup and tweaks by me.
As an experiment I also setup Ruben in Marmoset Toolbag Rendering, lit him and tried the animation feature in Toolbag, utilizing a variation of the blendshape animation I did for the face.