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Resident Alpha-One

Look Development

A Lookdev project with the aim to explore and use existing knowledge to make the most realistic output with the given texture maps. The reason for choosing this particular model was because of the wide variety of materials it consisted of, such as :-
Leather, Cloth, Metal, Rubber, Glass and Skin.
Due to the absence of masks, many different shader networks were created to treat each material separately and accurately.

 

Additionally, reference spheres have been added for studying colour values. The three spheres consist of  -
White Ball (0.8 value white), Grey Ball (showing middle value 0.18), Chrome Ball (reference for full specularity of HDRI and  lights interacting), Flat Macbeth Chart (not interacting with light for a reference point of accurate colours) and Macbeth Chart (to show chart colours reacting in the specific scene)

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Role

Model with textures from sketchfab.com

Responsible for Look Development and adding adjustments in Maya

Focus

Creating realistic shader for each type of material
Tweaking maps as per requirement
Adding additional noise and CC nodes for breakup and realism

Software

Autodesk Maya

Arnold Render

Foundry Nuke

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