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AMY Creation

ModeliNG

  1. Study of the topology to create the best polygonflow for the rigging.

  2. Anatomical study.

  3. Establishment of the base mesh.

  4. Establishment of the model in Sub.

  5. Preparation of Shading Group

amy.jpg
amy2.jpg

Study of Shape in anticipation of the effects produced by the Light and Shade (specular, reflection ...)

I have separate 2 Shading group for the inside eye

able to work separately the white and the iris part.

EYES in 3 Shapes                       

Pupil                                   

Iris                                     

Cornea                                   

oeil1.png
oeil2.png
oeil3.png

hair

  1. Choose methods adapted for production.

  2. Styling.

  3. Design in anticipation of the dynamics.

  4. Export test.

Cutting the skull in several Shading Group to styl, generate and independent simulations each hair strand.

hair.jpg
hair3.jpg
amy_Hair1.jpg

SKIN TEXTURING & SHADING

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.

amy_SSS.png
amy_LightsetGlossy.png
amy_alpha_Albedo.png
amy_alpha_sss.png

map SSS (alpha)                               map albedo (alpha)                             Reflexion                                                 SSS

LIGHTING

amy_KeyLight.png
amy_Lightset.png

                  Key light / shadow map                                                        Light Set ( environment, GI,  key, back, fill ) 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.

c_amy_GI_QUERY.png

LIGHT test

sss / eyes

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.

RENDER

c_amy_v29_face.jpg

CONCEPT ART

Integration in the graphic style of production.

Psychological study of the character in context. (scenario)

Search for Réfferences.

Proposed concepts.

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