League of Legends - WildRift Icons
I created custom procedural patterns and textures in Substance Designer and used them as alphas in Substance Painter for all the surface details. I worked on all the hero assets, building UVs and UDIM workflows in Maya, and handled lookdev and rendering in Redshift and Houdini. I was responsible for the lookdev of five hero characters, their props and most of the assets in the desert sequence, and I also helped with lighting and rendering on several other shots. As Houdini technical director, I built custom HDAs to generate the rock formations for the desert scenes, and another HDA to streamline shader creation for all the hero characters. That tool handled hundreds of UDIMs and texture sets from Substance Painter and sped up my workflow a lot. This project was a great chance to go deeper into Houdini HDA development and environment creation.































































































