Blue Process & bonus Sculpted hard surfaces in zbrush & approximated a shader to facilitate reuse and perspective Gravity simulation in Zbrush to not have to guess how folds would fall Quick and dirty scene setup in blender, with approximated shaders, to keep lighting and perspective consistent. Also way easier to iterate through pattern designs on the fly Blender also helps for easy turnarounds Keyshot render to have a quick base for the materials (also easy clown maps) Old portrait exploration (2020) Quick silhouette exploration (I was pretty set to keep the original 2020 design, so I didn't push it as much as I could, it was "just in case I stumbled onto something")