3D Panda Ready for your Film!
Created for production , easy to make changes and integrate it in your pipeline, everything with relative paths.
Just Animate in Maya, export it, open the lighting scene in Houdini, replace the animation path and click render, it sounds easy enough, right?
This Asset was build with:
MODEL - Maya 2020 SCULPT - Zbrush 2021.5.1 RIG - Maya 2020 TEXTURES - Substance Painter 6.2.1 LOOKDEV - Houdini 18.0.532 GROOM - Houdini 18.0.532 RENDER - Arnold 18.104.22.168 ( Houdini )
Native Maya scene (ma)
Rest pose (obj, fbx, stl, abc)
Proxy Rig (ma)
Skin Rig (ma)
Face Rig (ma)
Main Rig (ma)
All the textures below converted in .TX
Displacement , 4K , EXR , RAW
BaseColor, 4K , TIF , SRGB
Roughness, 4K , TIF , RAW
Metalness, 4K , TIF , RAW
Coat Weight, 4K , TIF , SRGB
SSS Weight, 4K , TIF , SRGB
Bump, 4K , TIF , RAW
Normal, 4K , TIF , RAW
Groom Root Color, 4K , TIF , SRGB
Groom Tip Color, 4K , TIF , SRGB
Body Masks, 2K , TIF , SGRB
Basic Lighting setup with render passes (hip)
Main body uses UDIM workflow to get more resolution ( 18 tiles )
The Groom body has just one tile and this is connected to the Main body with a simple blendshape
Clean names and very organized
No default name like 'polycube1'
Production Suffixes, easy to connect material and understand what to render
Proxy Rig, a light version of the rig to speed up the animation process.
Face Rig, heavy version of the rig with all the face expressions stored inside, easy if you need to make any changes.
Skin Rig, the body rig with just joint placement and skin clusters.
Main Rig, the final rig with everything connected and the one to use to export the animation , this is optimized, in case you changed the model you need to rebuild it using the Face Rig and Skin Rig.
Uses relative path, nothing hard coded easier to connect everything in your server, the file will look into $HIP/formats and $HIP/formats/caches
Guides cached in bgeo and alembic in separated files in case you want to rebuild the groom in another software or make any changes.
Just switch the animation in the top nodes with your and will just work.
Build in Arnold 6
Uses relative path , the file will look into $HIP/textures