Roboy – Concept to Render – Studio Test
Inspiration from BatBot, Ai concept art

Inspiration from BatBot, Ai concept art

High-res final render showcasing stylized forms and galaxy eye material

High-res final render showcasing stylized forms and galaxy eye material

Game-ready version rendered in Maya (4374 tris, single UDIM)

Game-ready version rendered in Maya (4374 tris, single UDIM)

High-poly turntable render. Sculpted geometry with focus on expressive form and stylization

Low-poly asset ready for real-time implementation. Clean retopology with edge flow optimized for animation

Final texture maps for game asset: Albedo, Roughness, Normal, and Emissive

Final texture maps for game asset: Albedo, Roughness, Normal, and Emissive

Single UDIM layout for game asset

Single UDIM layout for game asset

Multi-UDIM layout used for high-res VFX workflow

Multi-UDIM layout used for high-res VFX workflow

Roboy – Concept to Render – Studio Test

This studio-style test showcases the full 3D asset pipeline, from concept to final render. Inspired by an AI-generated galaxy prompt, I designed and built Roboy from scratch—handling all stages including sculpting, modeling, UV layout, texturing, shading, lighting, and comp.

Tools: Maya, ZBrush, Substance Painter, Photoshop, Arnold
Tech: Multi-UDIM workflow, clean quad-based topology, custom shaders for metal and volumetric eyes
Role: Full asset creation and presentation

At Encore, wireframes and UV layouts weren’t typically shared—so I created this project to highlight my personal approach to topology, texel density, and shader development in a production-style context.

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