Depicting a beautiful and expressive huge-eyed alien with tentacles instead of hair, the model was set up using Maya, Substance 3D Painter, and Unreal Engine 5, with André handling the production and rigging and Marcelo being responsible for art direction, lighting, and lookdev. The rigging work was done in Maya, then the character model was sent to Unreal, and finally refined using Blender. Additionally, the team utilized UE5's Path Tracer to handle the rendering tasks.
Attached below are some of the renders and behind-the-scenes shots shared by the duo, you can check out more by visiting Marcelo Vaz's and André Antunes' ArtStation pages: