Mentorship Project: Zeb Orrelios
Mentorship project at Think Tank Training Centre: Characters and Creatures for Film. Zeb Orrelios: (Star Wars Rebels/ The Mandalorian.) Concept art by Aaron McBride and Industrial Light & Magic. Thank you to my Mentor: Tom Newbury for the support along the way. Thank you for viewing!
Mentorship _ Reel
Cinematic _ Renders
Studio _ Look Dev.
Turntable _ Beauty
HDRI Environments
Props
Renders _ (1080p)
Blend Shape _ Facial Expression
Turntable _ Lights
Marvelous _ Viewport
Turntable_ Zbrush
Head/Face _ Progress Shots
Mari viewport _ Flat Textures/ UVs
Turntable _ AOV
Maya Viewport _ Xgen Guides
Turntable _ Wire
For my Mentorship Project at Think Tank Training Centre, I chose to re-create a lesser-known Star Wars Character, Zeb Orrelios: Concept art by Aaron McBride and Industrial Light & Magic.
This project/ Character demonstrates the current range of my skills and knowledge within CG. Including Organic/ Hard Surface Modeling, Digital Sculpting, Clothing Creation, Texturing, Groom, and Look Development.
The process for this character began in Maya to establish proper scale followed by Zbrush for the initial Block-Out. Once the primary forms/ anatomy was in place, I then used Maya for retopology.
Hard-Surface elements were created with a combination of Zbrush and Maya. Objects such as the tube and straps were initially modeled in Maya and used for the creation of curve brushes within Zbrush to allow for control.
The body and hard surface pieces were then brought into Marvelous Designer for the creation/ simulation of the suit and vest. (Retopo. in Maya).
UDIMS were organized with an even texel density for all elements apart from the face and eyes (which received extra resolution).
Initial Displacement maps for the face and clothing were exported from Zbrush, and used to begin texturing with Mari, using the node-based workflow.
The head and face texturing began with Wrap using TextureXYZ (Vface) to give a base Diffuse and Displacement for skin pores. Skin displacement was then enhanced with a combination of added timetables and projections in Mari.
Hair and fur were created using Xgen in Maya, using 4 descriptions. One description for the Fur on Arms and Legs, and one each for the beard, Eyelashes, and Peach fuzz.
Look Development and final Renders were done with Arnold in Maya, and postprocessing was accomplished with a mixture of Photoshop, Nuke, and Aftereffects.
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