Just a personal project to let ’em know. I felt that this sentiment was under-served in the internet GIF market so I set out to correct that. I created all assets to be game-ready for some future Unity madness. For all the 3d-nerds, here is what went down: I started with sculpts in Zbrush and more or less followed a game-dev pipeline from there. Retopology and UVing for the low res meshes (in Modo), map baking (in Knald) before texture and materials work in Substance Painter. Once the assets were ready I laid things out in Maya and set up the collision effects with nCloth. Some manual animation of various elements was needed to facilitate the animated loop. I decided to lookdev and render in RedShift to try it out and I am thoroughly impressed. Everything was quickly comped in Fusion 9 to round things out.
My master head sculpt in zbrush…
My master hand sculpt in zbrush…
Baking various maps out in Knald for use in Substance Painter…
The low-res hand in modo…
Working on the head textures and shaders in Substance Painter…
Working on the hand textures and shaders in Substance Painter…
The scene laid out in maya prior to rendering…
Some initial lookdev and test rendering in Maya / Redshift…