Stache

Stache was a stylised animated pilot developed by a US studio to pitch as an ongoing series, built on a real time Unreal Engine pipeline designed to honour a very specific visual language. The art direction, led by a former Disney art director, was rooted in painterly lighting, storybook texturing and highly intentional colour design. The goal was to translate that illustrative look into Unreal without losing the soul of the original concept art.

Working in collaboration with Patch Studios as part of the Engine House Realtime Collective, I contributed across the 3D side of the production. My responsibilities covered assets, characters, props, environments and texturing, before bringing shots together in Unreal from the storyboard.

It was a super talented team with incredible design work, and a great one to collaborate on.

Team

Designs, Kelly Farmer
Animation, Tim Birks
Lead Character Modeller, Eryn Katz
Look Development, Mike Richter
Direction, Sofia Soldevia

PROPS

The story revolves around the devious Mupp. A crab who loves to steal & hoard items. As such I was enlisted to create all these hoarded items as well as the environmental assets. Here’s a few from an lengthy stack

Modelled in Maya, Cinema 4D, ZBrush , Rendered in Unreal

Designs from the super talented Kelly Farmer.

CHARACTERS

A large array of background characters were also needed to populate the world.

Kelly Farmer designed some fantastic characters which helped to quickly get together the base models.

Here’s a few that I modelled in Maya and ZBrush & did some stylised texturing in Substance Painter .

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