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THE MAKING OF: LUMO

Project Lumo is my first production ready model transferring the knowledge and concepts of zBrush and applying it to Maya and Substance Painter.  

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I chose to do a robot because I wanted to focus on hard a hard surface character since the characters prior were more organic. I decided to stick with simple shapes to keep within a reasonable scope for my three week project.

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My first step of the project was deciding how this character would move if and when rigged. Once I figured that out, I moved toward a very basic proxy of cylinders, spheres, and cubes, to get the scale of everything (not pictured) so I could start on the official version and bring that base mesh into zBrush.

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Once Lumo had been sculpted with dents and basic imperfections for wear and tare on the metal it was time to transfer all 50 plus pieces back into Maya to UV them and prep everything for Substance Painter.

 

This process was extremely meticulous. I had to be extremely detail oriented and organized with naming conventions. After successfully importing everything and baking out the pieces to reflect the model's sculpted textures it was time to paint. The photos to the right were not the final textures, it depicts draft one of the surfacing process.

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Here is the final turn around sheet of Lumo. These images are from the Arnold Renderer. His little glass dome is just a simple sphere with an aiStandard Surface glass shader on it. The light bulb wire has a slight emissive on it but has mainly been lit with area lights for a better glowy effect.​​

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All in all, I really enjoyed this project and am proud of how Lumo turned out considering my first sculpt was of an apple back three months ago. 

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