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OddTaxi fan art

Some fan art for #OddTaxi
Wallpapers in 8k/4k/1440p & HD (light & dark variants) can be found here:
https://imgur.com/a/qztkoQv

Light variant

Light variant

Dark Variant

Dark Variant

lighting setup

lighting setup

For all the cloth parts displacement was used, (displacement modifier in combination with a subdivision surface set to x6 at render time) This in hindsight was a bit overkill since it resulted in roughly 50 million triangles for Odo's shirt alone.

For all the cloth parts displacement was used, (displacement modifier in combination with a subdivision surface set to x6 at render time) This in hindsight was a bit overkill since it resulted in roughly 50 million triangles for Odo's shirt alone.

Basemesh, Subdivision surface, Basecolor / Albedo shaded and Displacement viewport grabs

Basemesh, Subdivision surface, Basecolor / Albedo shaded and Displacement viewport grabs

Substance Painter was used for all texturing, overview below. 
(side note: the displacement texture was made very contrasty for visualisation purposes, the original is very low contrast to the point where it seems entirely 1 shade of grey)

Substance Painter was used for all texturing, overview below.
(side note: the displacement texture was made very contrasty for visualisation purposes, the original is very low contrast to the point where it seems entirely 1 shade of grey)

couple of breakdown images relating specifically to the cloth shading since it was the primary focus for this image

couple of breakdown images relating specifically to the cloth shading since it was the primary focus for this image

Steps showing both shader settings & textures and their results primarily on the glossiness output

Steps showing both shader settings & textures and their results primarily on the glossiness output

Final node setup for the cloth material in blender (the double bump and normal setup gives a little bit more freedom when tweaking)

Final node setup for the cloth material in blender (the double bump and normal setup gives a little bit more freedom when tweaking)

specific look at this little custom mask i use to dial down the standard bsdf specular intensity, while there's allready a fresnel effect (highlights/reflections appear less intense when facing the camera straight on)  I prefer for it to be a whole lot le

specific look at this little custom mask i use to dial down the standard bsdf specular intensity, while there's allready a fresnel effect (highlights/reflections appear less intense when facing the camera straight on) I prefer for it to be a whole lot le

AOV passes used. 
These nodes go into your material/shader setup. You can then add these passes in the "render passes" section which can give you alternate shading options when compositing. These only work when rendering to openEXR multilayer format

AOV passes used.
These nodes go into your material/shader setup. You can then add these passes in the "render passes" section which can give you alternate shading options when compositing. These only work when rendering to openEXR multilayer format

And finally a quick comparison between 2 view transforms, the default "none" and my personal preference of low contrast on the right, which captures a more natural image and retains more detail allowing for more flexibility when compositing and grading.

And finally a quick comparison between 2 view transforms, the default "none" and my personal preference of low contrast on the right, which captures a more natural image and retains more detail allowing for more flexibility when compositing and grading.