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.
Lookdev
Breakdown