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Crasher

Crasher is crazy. And not in a good way.
This personal project is about adapting the character of Crasher, from the Go-Bots and Transformers franchises into a character for real-time animation in an hybrid 2D/3D style.
While it's based on her original Go-Bots design refreshed by Laurent Libessart concept art, a lot of adaptations were made to add design queues from her later incarnations in IDW comics and the Transformers toyline. There was also significant rework done to have fully functional legs with ankles, a functional transformation as well as moving parts for secondary animations and overlaps.
Crasher was modeled in Maya with additional sculpting in Zbrush, textured in Substance 3D Painter, rigged in Maya with Advanced Skeleton, lookdev done in Maya/Arnold, posing and animation done in Maya and then staged, lit and rendered in Unreal Engine using a PBR Toon postprocessing shader based on the work of Eros Dadoli with a few adaptations, and finally postprocessed in Nuke.

One of Crasher defining traits is her demented laughter

One of Crasher defining traits is her demented laughter

Crasher signature energy stomp

Crasher signature energy stomp

Altmode, a futuristic and stylized race car based on the legendary Porsche 956 -same model but different rig.

Altmode, a futuristic and stylized race car based on the legendary Porsche 956 -same model but different rig.

Lookdev

Lookdev

Lookdev

UVs checker

UVs checker

Wireframe

Wireframe

Breakdown

High Poly clay render

High Poly clay render

PBR/NPR Postprocessing material (based on the work of Eros Dadoli and adjusted to the project needs)

PBR/NPR Postprocessing material (based on the work of Eros Dadoli and adjusted to the project needs)

UVs packing, with model split in multiple parts, 4 to 6 UDIMs per part

UVs packing, with model split in multiple parts, 4 to 6 UDIMs per part

Thanks for watching!

Thanks for watching!