Vi - League of Legends - WildRift Icons
LookDev A pose Front

LookDev A pose Front

LookDev A pose Back

LookDev A pose Back

Here you can see some stylization strokes i added in the shader. All characters has some layering of stylized paint/brush strokes to stylize the shaders look.

Here you can see some stylization strokes i added in the shader. All characters has some layering of stylized paint/brush strokes to stylize the shaders look.

CloseUp Legs.

CloseUp Legs.

Vi in Action

Vi in Action

Custom alpha tool/generator i made in SDesigner to use in Painter to give me the ability to choose and change colours and thickness of the VI's pants stripes.

Custom alpha tool/generator i made in SDesigner to use in Painter to give me the ability to choose and change colours and thickness of the VI's pants stripes.

Check Vi in Action on the actual final animation wich looks amazing ! Was a blast to work on this with a great teamwork and so many bright and creative other artists along on the team. Thanks for the Support !

Vi char have used around 171 different EXR 4K Maps.

Vi char have used around 171 different EXR 4K Maps.

and 29 Different UDim Shells.

and 29 Different UDim Shells.

Vi - League of Legends - WildRift Icons

Vi was a pretty nice challenge to do in a short time, since it has a ton of different materials and lots of closeUp shots, which translates to the need to have a good number of UDIMs to deal with. One aesthetical rule i was following was to have some gradients over all materials to make them vary from bottom to top, with some toning that makes all the different tones blend better. At the same time this technique helps bring attention to her head and balance the flow of colours and values over the character. I made that creating PassThough layer in Painter, that controls tone and levels over all materials using the Position Map information.

Full Credits :
Client: Riot - League of Legends
Production Company: Tendril x Psyop
Directors: Patrick Coffey (Tendril), Trevor Conrad (Psyop)
Assistant Director: Alexandre Veaux
Executive Producers: Mary Anne Ledesma (Tendril), Andrew Linsk (Psyop)
Producer: Brittany Sheahan (Tendril), Yone Hauseman (Psyop)
Coordinator: Andrea Chan
CG Supervisor: Alexandre Veaux
Art Director: Ilya Tselyutin
Storyboard Artist: Zhi Kang Lim, Ayse Aktas
Previs Editor: Loren Christiansen
Concept Lead: Tiago Calliari
2D Concepts: Tiago Calliari
Character Designer: Rodrigo Rezende
Character Concept Artist: Vini Cardoso
Environment Concept Artists: Ilya Tselyutin, Luna Chang
3D Design: Leo Bortolussi
Colour Keys: Tiago Calliari, Chloe Dumoulin
Asset Lead: Ben Pilgrim
Character Modeling: Ben Pilgrim, Rocket Frames
Environment Modeling: Ben Pilgrim, Christian Hetch, Flavio Diniz
zBrush Sculpting: Rocket Frames, Ben Pilgrim, Rodrigo Rezende
Junior Layout Artist: Aiden Riekenbrauck
Animation Supervisor: William Sharkey
3D Character Animation: Rocket Frames, William Sharkey, Tyrel Scott
Cloth Simulation: Rocket Frames
Ball FX: Alex Levinton, Beni Luthold, Peter Sanitra
Crowd FX: Tyrel Scott
Technical Artists: Ben Pilgrim, Tyrel Scott, Alex Veaux
Rigging: Rocket Frames
3D VFX: Beni Luthold, Alex Levinton, Peter Sanitra, Tyrel Scott
2D VFX: Jonghyun Jung & Michiru Hirooka Baudet
AE FX Artist : Andre Chaves
Character & Prop Look Dev: Alexandre Veaux, Marcelo Souza
Environment Look Dev: Alexandre Veaux, Yeseong Kim, Maxime Roz, Christian Hecht
Ball Look Dev: Ilya Teslyutin, Joshua Harvey
Lighting and Render: Alexandre Veaux, Yeseong Kim, Maxime Roz, Christian Hecht, Marcelo Souza, Aiden
Riekenbrauck, Brad Husband
Conform & Final Edit: Andre Chaves
Compositing: Astrid Cardenas, Corey Larson, Yair Morr, Andre Chaves, Patrick Coffey
Music Producer: Bloodpop
Artist: Tkay Maidza

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