The first thing I needed to start with was a character. (As you can see my character design and anatomy skills have improved a ton from the left compared to the right. Mostly thanks to a lot of figure drawings!)

I discovered that one of my passions is good topology.

Below are some pictures for context of the 3D environment built in Blender for this shot.

Over the past six months I have been working after hours on an animation test for a personal story about skateboarding.

In that six months, my goal has been to push myself to have a deeper understand of Maya and Houdini, as well as character animation.

Above is a rig I built in maya using mgear, and below is a demonstration of it deforming and animating. (Pay no mind to my terrible animation skills.) With the facial rig I got to practice using some python scripting for automating a few of the controls and locators.

Coming soon are some cloth simulations done in Houdini as well as final comps from after effects…

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CIY (Blender and UE5)

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OpenGL and C++