PARK NA YEON
Pinocchio
I was inspired by the 2022 of Pinocchio. Before falling asleep, Geppetto wishes upon the moonlight for the wooden puppet, Pinocchio, to become a real boy. While he sleeps, the blue fairy pays a visit. The next morning, Geppetto finds himself face to face with a living, moving and breathing child Pinocchio. Overwhelmed with joy, they embrace and share their newfound reality and stories.
I started by sculpting this character in Zbrush, beginning with a sphere. Then, I used texure maps from 3D scan data for the head details Using Photoshop and Substance Painter, I added all the skin/wrinkle/eyecolor details to the character, making him more realistic.
To enhanced the detailing of Geppetto's surprised expression, I used layered textures in Maya. I added appreciate wrinkles using Zbrush and Substance Painter. Then, I exported texture maps to blend with the base textures of the default expression. Using set driven key, I adjusted the amount in the surprised expression to seamlessly integrate the textures.
Once I completed the modelings, I started creating the hair system. Using the Xgen interactive groom in Maya, I placed guides in general shape of the each part(hair, eyebrows, eyelashes, beard, mustache, peachfuzz, hands) and then adjusted using the modifiers such as noise and sculpt to adjust width, lengh etc.
To make the peachfuzz translucent, I used the ramp texture feature in VrayHairSampler. After connecting Distance along stand node with the ramp texture node, I applied this to transparency and adjusted the ramp graph.
The clothes were initially created in Marvelous Designer and then finalized in Zbrush for the details. Texturing was done in Substance Painter. Next, I setup the rigging using Advanced Skeleton in Maya and then exported the alembic animation cache for clothing animation. After finishing the clothing simulation in Marvelous Designer, I exported alembic(ogawa) cache and imported it into Maya to revet his accessories.
I began by sculpting the character in Zbrush starting from a basic sphere, then refined the modeling's retopology in Maya using a quad draw. Returning to Zbrush, I added some details and accessories for the clothing, and made an IMM brush in Zbrush for the details on the his vest. Using a mash in Maya, I created the gloves for this character.
To create detailed of the wood texture on Pinocchio, I mainly used the wrap projection in Substance Painter. Rigging was done using Advanced Skeleton and for Pinocchio's eye animation, I used a Vray Decal.
Next, I acted for animation references and did blocking animation using step tangents. Then, using auto/weighted tangents, I did the spline animation according to the reference footage.
Finally, I rendered the final shots in Vray with minimal post-processing in Nuke afterwards.
Thanks for watching my demo reel!