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Cailleach

Sculpted in Zbrush, game mesh and UVs in Maya, bakes with xNormal and textures with Photoshop and Deeppaint, and finally rigged and skinned back in Maya.


The rig uses an IK spline for the spine and tentacle fingers and IK/FK blending switches for the arms. It also has removable/dismemberable secondary hands.

Game engine was Unrealengine3 so shader creation was handled there, incl ragdolls and dismemberment which also was developed by me together with code support. Ingame, this character is the size of a skyscraper and she emerges out of a waterfall pit and required a freshly wet look, thus the heavy uniform specular. The turnaround for this entire project was very short so time was very limited on each part of the creation process. On avarage, for each character i had about 2 weeks time for the entire process.

On this character, my tasks included
-Sculpting
-Modelling
-UVs, Bakes and Texures
-Rigging and Skinning
-Disembowlment
-Engine Implementation

Click on images for larger version

 
Copyright © 2017 Pedram Karimfazli, unless stated otherwise. All other artwork is shown with permission.