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Character Art Direction - Henri Gatard
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Character Art Direction - Henri Gatard

Henri Gatard
by henrigatard on 31 May 2024 for Rookie Awards 2024

Here's my entry for the Rookies Award 2024 Here's how I create and produce character for animation

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Before jumping into 3D I do character design in 2D

Sculpting face in Zbrush - Go to Maya for Retopologize - Re Sculpt/adding details in Zbrush

Blocking Character and every elements in Zbrush
Modeling/Topology in Maya

Marvelous Designer - Cloth creation from fashion/historical reference
Retopologize Pattern in Maya and Transfer Attribute from marvelous to retopo pattern
Modeling in Maya and projection in Zbrush

Texturing with substance Painter and Designer
Shading in Redshift

When I create characters I can't leave them in a T-Pose in a lookdev , I want to achieve cinematic render and to have flexibility with my characters, I need to have a rig

I use AdvancedSkeleton for base rig and I adjust and add things to fit to my need and my characters


Adding dynamics joint to the helmet rope


Creating Hair with Xgen in maya


Convert Xgen Guide in nhair dynamic curves for simulation


Here's the part I enjoy the most : bring character to life in a frame with lighting and storytelling,  play with characters emotions and feeling for create cinematographic image.

I use Redshift in Maya for rendering and I render Each lights in separate AOV to have control in compositing.
For compositing, I use Photoshop for single frame and Nuke for animation

I separate light in different AOV to be able to modify each light independantly in compositing


For lighting, I use light maps (like clouds, spotlight or softbox) for more wealth and to achieve a more realistic and natural look.

Texturing in Substance Painter
Strokes pattern handpaint

Creating blendshape to replicate the multiple heads setup they had in stopmotion



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