Life by You - Paradox Tectonic (Technical Art)

Face Shapes
Used for animations and emoting character gameplay. Responsible for setting up male and female head rigs, skin weighting with facial joints, engine integration, and facial poses and animation. 18 full-face expression poses and 25 sub-poses for facial animations
Face and Body Customization
Design and set up customization to give full creative control over face and body shapes. 115 different slider controls sliders for face, eyes, nose, mouth, and ear shapes to customize both male and female heads. 28 different slider control sliders to customize body size and shape.
Rigged and skin-weighted 78 animation joints and 120 adjustment joints for each head/body type.
Clothing Layering
650 different assets ranging from bags, hats and accessories such as glasses and jewelry to tops, pants, dresses, socks, and shoes. Each asset was created to work with a fully customizable body. Players have the ability to change size and body proportions. A layering method was created to allow such items as jackets and coats to correctly layer on top of tops and pants. Items like boots and hats will also layer correctly on top of hair and pants.
Each clothing item is given a category tag which dictates how it interacts with a different item of a certain cat category tag. Each item has a mesh variation as well as definition of polygons to hide when other items are layered on top. This prevents polygon intersections when items are worn on top of each other.
I created tools in Maya (python) to automate creation of mesh variations of items using Maya shrink-wrap on the base mesh and automating the saving out and reapplication of skin weights. I also created additional scripts to streamline and optimize the export to engine process.
Created Maya(python) script to load standard rigs from existing templates and reskin mesh to rig for clothing asset automation.
Created Maya(python) script to streamline the export to Unity engine.
Environment and Buildings
Created detailed terrains through Unity terrain sculpting and painting techniques.
Enhanced environmental visuals with foliage and set decorations.
Designed lighting schemes, encompassing time-of-day and indoor/outdoor lighting profiles.
Created and optimized post-process profiles to elevate visual fidelity.
Parallax Cubemap Shader for Faux Interior
In order to optimize rendering, there was no need to render any interiors when the player view was zoomed out to the exteriors of the buildings. Using Unity's Shader Graph, I created a shader that uses a cubemapped faux interior texture on the windows and renders it with parallax relative to the view camera, hiding the empty interiors when the walls are visible.