Project Overview
I handled the full 3D production pipeline for the Doughbear, including sculpting, retopologizing, character modeling in Maya, and grooming in XGen. MASH was used to generate the sprinkles and custom shader parameters to control fur coloration. I used custom expressions to generate maps to create length variation, curl, noise, and clumping. The anatomy and shape language were guided by concept art from Aaron Blaise.