The Callisto Protocol - Facial Look Dev
PAINTED SCARS ON THE EYEBROW LIPS NOSE JSUT LIKE BLOOD SWEAT AND GRIME. FEW OF THESE WERE EARLY LOOKED DEV LAYERS AND DIDN'T MAKE IT TO THE FINAL

PAINTED SCARS ON THE EYEBROW LIPS NOSE JSUT LIKE BLOOD SWEAT AND GRIME. FEW OF THESE WERE EARLY LOOKED DEV LAYERS AND DIDN'T MAKE IT TO THE FINAL

CREATED A CUSTMOM LIGHTING SCENE IN UNREAL TO PREVIEW THE TEXTURE CHANGES COMING FROM PAINTER

CREATED A CUSTMOM LIGHTING SCENE IN UNREAL TO PREVIEW THE TEXTURE CHANGES COMING FROM PAINTER

PAINTING EXTRA ROUGHNESS LAYERS ON TOP OF THE LIGHTSTAGE SCAN IS REALLY A MAKE IT OR BREAK IT

PAINTING EXTRA ROUGHNESS LAYERS ON TOP OF THE LIGHTSTAGE SCAN IS REALLY A MAKE IT OR BREAK IT

UNREAL ENGINE LOOKDEV

UNREAL ENGINE LOOKDEV

SCAN BASED ALBEDO COLORS CAN ALWAYS BENEFIT A LITTLE HANDPAINTED STORY TELLING

SCAN BASED ALBEDO COLORS CAN ALWAYS BENEFIT A LITTLE HANDPAINTED STORY TELLING

UNREAL ENGINE LOOKDEV

UNREAL ENGINE LOOKDEV

MORE SUBTLE VERSION OF THE WETNESS - REALLY DEPENDS ON THE LIGHTING

MORE SUBTLE VERSION OF THE WETNESS - REALLY DEPENDS ON THE LIGHTING

BREAKDOWN OF THE TILE-ABLE HANDPAINTED SKIN TEXTURE LIBRARY IN WORK IN PAINTER

BREAKDOWN OF THE TILE-ABLE HANDPAINTED SKIN TEXTURE LIBRARY IN WORK IN PAINTER

SCAN BASED GEO WITH PHOTOGRAMETRY SKIN

SCAN BASED GEO WITH PHOTOGRAMETRY SKIN

STORY TELLING STARTS WITH ADDING AND ADJSUTING MULTIPLE PAINTED MAPS

STORY TELLING STARTS WITH ADDING AND ADJSUTING MULTIPLE PAINTED MAPS

INTRODUCED ONE MORE LAYER IN OVERLAY. BUMPINESS COMES FROM THE SAME MASK BY USED AS MASK

INTRODUCED ONE MORE LAYER IN OVERLAY. BUMPINESS COMES FROM THE SAME MASK BY USED AS MASK

ELIAS LOOKDEV  - I DONT THINK WE KEPT THE BIG SCAR ON THE CHEEK

ELIAS LOOKDEV - I DONT THINK WE KEPT THE BIG SCAR ON THE CHEEK

UNREAL ENGINE LOOKDEV

UNREAL ENGINE LOOKDEV

UNREAL ENGINE LOOKDEV - PAINTED ALBEDO

UNREAL ENGINE LOOKDEV - PAINTED ALBEDO

UNREAL ENGINE LOOKDEV

UNREAL ENGINE LOOKDEV

ELIAS WITHOUT SWEATNESS MAPS

ELIAS WITHOUT SWEATNESS MAPS

ELIAS WITH SWEATNESS MAPS

ELIAS WITH SWEATNESS MAPS

CAPTURED ON PS5

CAPTURED ON PS5

CAPTURED ON PS5

CAPTURED ON PS5

CAPTURED ON PS5

CAPTURED ON PS5

CAPTURED ON PS5

CAPTURED ON PS5

CAPTURED ON PS5

CAPTURED ON PS5

CAPTURED ON PS5

CAPTURED ON PS5

CAPTURED ON PS5

CAPTURED ON PS5

Responsible for the hero character's face and creature skin LookDev. Work was mainly done in Substance Painter. Minor adjustment in UE. Painted the scar, blood, dirt, grime, sweat on separate layers in painter. Also created a creature skin library by painting 14 different tile-able skin texture maps with unique imperfections and veins in Photoshop. It was easy to generate smart materials in Painter by multiplying them on top of each other. Also sculpted the back of Jacob's head ( scan didn't have geometry information. Overall it was a huge team effort to achieve the final super realistic look. I think the last few pictures I captured on my PS5 is the proof what happens when lighting engineering and character team works hand in hand