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I used Maya for the retopology, UVs and hair cards, ZBrush for the high-poly, Substance 3D Painter for the texturing, and Unreal Engine for the rendering and look dev.
Gutiérrez: [As the designs transition to 3d models, the costumes are tweaked] much less than you think! I love to design characters and don’t have a director or producer above telling me to ...