Responsibilities

-Art Direction

During my first year working on the franchise, I was responsible for improving the quality of the characters. I created visual targets and detailed documentation to improve anatomy, facial expressions, clothing style. I also drove the implementation of advanced shaders for skin and fabric types, and dynamic wind simulation for clothing and hair.

Additionally, I defined an iterative 3-years plan to improve environments visual quality to support dynamic lighting, starting with shader consistency, white-balanced textures and a first-pass iteration on dynamic skies and animated clouds.

-Hands On

I  defined an instancing system for shader presets and constantly tweaked them during production to create and maintain 12 skin tones (from light to dark), and 12 fabric presets (light and dark variations for acrylic, cotton, leather, rubber, velvet and wool).

Screenshots

Characters

Sub-Dermal Lighting

Using a “cavity” texture map for skin depth combined with the scene sunlight vector as a mask, values from a color ramp are added based on the mask opacity and sunlight intensity.

Specular Colors

Specular values are generated from the diffuse texture modified and combined with scene lights at runtime, to add more color depth to the skin without using an extra texture.

“Peach Fuzz”

Normal-based mask with fresnel falloff combined with colors sampled from spherical harmonics lighting to simulate Vellus hair or “Peach Fuzz”.

Global Illumination

Ambient bounce lights are simulated from a spherical harmonics lighting generated at the position of the character.

Micro Details

Fabric pattern added with multiple detail normal maps combined with a texture mask.

Adjustable Specular

Glossiness spread controlled with a texture mask.

Light Reflection

Normal-based mask with fresnel falloff combined with colors sampled from spherical harmonics lighting to simulate various fabric surfaces from smooth to fuzzy.

Light Absorption

View-Dependent mask with fresnel falloff to simulate surface darkening of fabric with short hair (cotton, wool, velvet) or metallic properties (synthetic, silk).

Global Illumination

Ambient bounce lights are simulated from a spherical harmonics lighting generated at the position of the character.

Environments