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Computer Graphics Practices and Techniques
L4B

Logbook

Character Development

Sculpting Moodboard

ZBrush Sculpting - Layout

ZBrush Sculpting - Initial Rough Sculpting

ZBrush Sculpting - Detailed Sculpting + Creation of separated body parts (eyes, teeth, toenails and tongue)

ZBrush Sculpting - Creation of scales using masks

ZBrush Sculpting - Finished Sculpting + Body Proportion Adjustment

Retopology in Blender

Topology before retopo = Over 3 million triangles

Topology after retopo = 46.6 thousand triangles

Substance Painter Texturing

UVs opened in Blender

ZBrush sculpt details baked in Substance Painter

Rigging Moodboard

Rigging done in Maya

Scene Development

Environment Layout & Lighting done in Unreal Engine 5

Assets acquired in the Unreal Marketplace

Sword asset modeled in Blender & textured in Substance Painter

Night Lighting Setup created with 1 Directional Light, 2 Spotlights & 1 Point Light

Character Asset under Night Lighting Setup

Houdini Simulation Development

Rain created with particle simulation

For the running water on the sword, the Pop Collision Behaviour node was used to create particle groups with different properties than the falling rain

Geo for the rain droplets is a modified Shape

Geo for the running water was created with VDBs from Particles

Smoke created through pyro simulation

A proxy geo for the mouth was converted to VDB and used for the collision

Smoke simulation passing through the textured mesh of the head, used for rendering

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