Stan Verbeek
My job in the mermaid animation project was mainly focused on environment.
The environment
I blocked out two versions of the underwater terrain using simple primitives in Maya, after which I converted the blocking into a mesh that was editable in Zbrush. In Zbrush I sculpted the mesh into a more detailed rocky terrain.
The environment
I blocked out two versions of the underwater terrain using simple primitives in Maya, after which I converted the blocking into a mesh that was editable in Zbrush. In Zbrush I sculpted the mesh into a more detailed rocky terrain.
Small corals and barnacles were sculpted on top of the terrain, the Zbrush paint tools were then used to texture the terrain. Adjustments to textures were made using Photoshop.
I also created the ship wreck and with help of our Art Lead I managed to create a procedural polypaint blending shader. This way we could paint the concentration and location of barnacles on the hull of the ship.
Prop work
I did some prop work for the cinematic as well, here you can see a boot I textured.
I did some prop work for the cinematic as well, here you can see a boot I textured.
Character work
The last thing I worked on in this project was the creation of new textures for the Mermaid, mainly reworking the colors to match our style and adding some detail.
The last thing I worked on in this project was the creation of new textures for the Mermaid, mainly reworking the colors to match our style and adding some detail.