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EPHE, short film, 2025

The character Rin was developed through multiple programs in these steps as follows:

Adobe Photoshop - character cketch 
ZBrush:
- sculpting the high-poly model
- optimising the sleeves using decimation and ZRemesher
- automatic retoplogy of the sleeves from ambient occlusion
- displacement and normal maps baking, using the high-poly models for details
Blender:
- full retopology by hand of the body, cloth and hair 
Cinema 4D:
- unwrapping the body, cloth and by hand using seams
- modeling the horns and eyes
- compositing the model together
Substance Painter:
- hand-painted texturing, using curvature generators and noise maps for some details
AccuRIG:
- automatic rigging
Rokoko studio:
- motion capture
Cinema 4D:
- scupting facial expressions and emotions with Pose Morph tags on top of the rigged model
- motion capture correction and animation
Unreal Engine 5:
- lighting
- rendering
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3D render, 2024


ZBrush:
- sculpting the high-poly model
- optimising the model using decimation and ZRemesher
- automatic retoplogy of the model from ambient occlusion
- posing by hand
Substance Painter:
- hand-painted texturing, using curvature generators and noise maps for some details, normal and displacement map baking
Cinema 4D:
- particle simulation
- particle texture by direct parameter texturing in RSMaterial

- lighting
- rendering in Redshift

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