A small journey of a few years. This project has grown as I grew in skill.
It started with wanting to do a Pixaresque character design. Initially, I made it as a 2D animation. Recently, during my internship I got a chance to look back into it and realize it in 3D. I worked on all aspects of the process guided by seasoned professionals in various fields, but mainly I was interested in doing justice to the main character. I used Quixel mixer for tile-able backgrounds and photogrammetry assets to populate the scene.
I sculpted the hero character in Sculptris later I took it to Zbrush to export normal, displacement and polypaint maps.
First polypaint pass was done in Zbrush and used as an albedo map inside Substance Painter.
It was retopo'd, rigged and animated in Maya 2016.
Water simulation was done in Realflow. Rendered in Redshift.
Diuqs animatic
Diuqs (playblast)
Diuqs loop