Levi's — Quality Never Goes Out of Style · Chapter 5 of 9

Modeling & texturing

Clean topology for animation, layered wear for character — and 8 UDIMs at 4K.

· 1 min

Close-up render of the robot head

The task: keep the precision of a machine and the imperfection that makes him feel human.

Modeling

The base mesh was built in Maya with topology for rigging and deformation. Visible mechanics and panels meant logical segmentation and real joints mattered more than micro-detail. Panel bevels and screws were added in Blender; the smallest details were baked into normal maps from ZBrush and Substance Painter.

Texturing

All PBR texturing in Substance Painter, in layers: anodised aluminium base, micro-scratches and edge wear, hand-painted decals and stickers, and blue-grey accents that echo Levi’s denim. Shading worked in ACEScg with separate passes for diffuse, specular, reflection and emission.

Robot head with final materials
ClayMaterialsDrag to compare

Eight UDIMs at 4K kept close-ups sharp and the asset light enough for fast iteration in animation and lighting.

He’s not polished. He’s perfect the way he is.
ToolsMayaBlenderZBrushSubstance PainterACEScg

Film & CG

Commercials, music videos and CG characters — shot, built and finished in one pipeline.

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