WORK

Maya 3D Look Development, Modelling, and Rigging 2025 Link ↗

Devanshu Tak. Maya (opens in a new tab)

Developed a pencil-sketch 3D rendering style for MAYA, turning complex sculpted assets into rigged models that integrated seamlessly with a hand-drawn sequence.


Maya

I developed a pencil-sketch rendering approach for MAYA that allowed complex animated 3D forms to sit naturally inside a hand-drawn film. I worked directly with the art director across roughly two months of intermittent production, contributing to three parts of one long, continuous sequence.

From sculpt to animated drawing

Several hero assets began as highly detailed sculpts intended for 3D printing. They were not built to deform, animate, or perform inside a shot, so I adapted them into practical production models, created the required rigs, and animated them to the needs of the sequence. I also modelled supporting assets where the shots required them.

Matching the pencil, not imitating a render

Conventional 3D shading would have made the objects feel separate from the surrounding animation. I developed a rendering style around the qualities of the artwork—its pencil lines, simplified tonal structure, and visible irregularity—then tuned the models and renders so their volume remained useful without exposing the machinery behind it.

The resulting workflow joined look development, modelling, rigging, and shot animation into one solution. It let intricate sculpted forms move through the continuous sequence while remaining visually consistent with the 2D sketches around them.

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