A little different thing this time is that, no photo projection. All
the textures are done inside substance painter. Almost fully
procedural, the only hand painting is the mask.
I'm still tweaking the texture for now, but this way can give me a
lot of flexibility for texturing. Just waiting for substance painter can
fully support UDIM system in the future.
I think it's time to reveal the whole face of the Cable.
I've been working on the likeness and hair for a while. Everything still WIP, tones of stuff need to tweak. Hope I can start texture as soon as possible. Same as before, no texture for skin yet, only displacement map for now.
BTW, this is the first time I hope a movie can be released later~ LOL
It's my great pleasure to announce my second AAA credits - Monster Hunter World!
We've done tones of substance materials and props for this project. Like rock, cliff, grass, moss, forest mud, fungus, meat, ice, lava, etc. The most different thing(and most exciting as well) is that we're using substance designer to create fully procedural material for all the environment this time.
It's so exciting to see our works when we're playing this game. :D
My contribution:
A lead artist for props and substance material(not for all) at Playerium.
You can find some works I did in the game. (e.g. crystal prop in the final boss fight scene; slime mold material in the rotten vale environment LOL)