Technical Production Breakdown - Dwarf Film Character - UDIMS, Node Texturing and Arnold Shaders

Organic Assets - Texturing Mari Node Graph

Organic Assets - Texturing Mari Node Graph

Organic Assets - UDIM Layout

Organic Assets - UDIM Layout

Fade between Wireframe / Arnold Render

Fade between Wireframe / Arnold Render

Hard Surface Assets - UDIM Layout

Hard Surface Assets - UDIM Layout

Textile Assets - UDIM Layout

Textile Assets - UDIM Layout

Textile Assets - Mari Node Graph Texturing

Textile Assets - Mari Node Graph Texturing

Hard Surface Assets - Mari Node Graph Texturing

Hard Surface Assets - Mari Node Graph Texturing

Wireframe - Full Body

Wireframe - Full Body

Wireframe - Head

Wireframe - Head

Wireframe - Hair Removed

Wireframe - Hair Removed

Overview of the Arnold Shader Network in the Maya Project. Separate Shaders for skin, eyes, hair, hard surface and textiles.

Overview of the Arnold Shader Network in the Maya Project. Separate Shaders for skin, eyes, hair, hard surface and textiles.

Arnold shaders for Each Part of the Eye.

Arnold shaders for Each Part of the Eye.

Arnold Shader for the Skin.

Arnold Shader for the Skin.

Arnold shader for each types the dwarf's hair: dreadlocks, beard, stubble, peach fuzz and eyelashes.

Arnold shader for each types the dwarf's hair: dreadlocks, beard, stubble, peach fuzz and eyelashes.

Technical Production Breakdown - Dwarf Film Character - UDIMS, Node Texturing and Arnold Shaders

Technical Production Breakdown - Dwarf Film Character
Find Page showing the Final Character here:
https://charlie_lane.artstation.com/projects/YBeGOd

This post is technical breakdown of my film-ready Dwarf, full character asset.
I concepted, modelled, retopo'd, UV'd, textured, groomed and lookdev'd this asset. All work shown here is my own.
Skin sculpting and hard surface armour modelling in ZBrush.
Marvelous Designer-simulated clothes.
Animation-ready topology.
I used a UDIM workflow in mari with thoughtfully laid-out UDIMs according to materials and symmetry etc.
I used Texturing XYZ diffuse and displacement maps for skin micro detail.
XGEN groom.
Rendered in Arnold for Maya, utilising GPU for fast lookdev feedback and changes.