Here are some gizmos done for Guild wars 2.
Some other gizmos I did but didn’t put into the reel:
Here is a work in progress rig I’m working on with a character a friend has graciously let me borrow. Geoff’s website can be seen here: http://geoffkaiser.weebly.com/
My goal for this project is to make a cartoony character that can use cartoony animation like deformations and bring them into the Unreal Engine. I plan on experimenting with both morph targets and alembic. The control rig is also an experiment for me, using shapes instead of curves to control the rig, so that the animator can better see what they are deforming.
Hello. I’ve updated my thesis blog with some new updates. Here are some preview images. Posts are here: Updated Emotions Test and some Unreal Engine Work, Eye Shader and Scripts
I’m working on an independent project on procedural shaders using primarily the Unreal Engine and Substance Designer. My goal is to focus on a natural but slightly surreal small environment.
Here are some work in progress screenshots of the environment currently. I’m still working on the other environment effects and placing more models. The trees were created with Speedtree and the textures are placeholder. The grass I created in Maya, using this method, and I plan to add more variation.
I’ll update in a week or so with more progress shots.
Some photo reference I took for this project:
Another rig from a class, this video is focused on the face rigging. The model is used with permission from merryproject.com.
This is a rig from a class. The model is copyrighted Gearbox Software and 2K Games.
This is my project for a lighting and rendering class, using Maya and Mental Ray.
The first part of the assignment was 10 different compositions. There ended up being an underlying theme in all of my thumbnails about travel and mystery.
I used paint FX for the trees and foliage, and a color ramp for the fog. The textures were done in substance painter. The wood and cement texture is from cgtextures.com.
This assignment was inspired by Journey.
I used hdr images from this website: http://www.hdrlabs.com/sibl/archive.html
While using just the “texture” as the light source, emit light turned on, and quality set to 2, I get these results:
Using this image that I got from the sIBL Archive:
The same image, but I changed the rotation of the sphere so that a different section of the image is emitting light:
Comparison between the two:
I gave the drop cloth a mia_material_x and some reflectivity so that the sky reflected into it.
with a lighter background and even more reflectivity(I also modified the sky position):
I modified the scene a little so that I could utilize a portal light. I also changed the sky image:
Another sky image and a new color multiplier:
Just an’env’ image:
Rendered without the sky background:
Higher quality render of an earlier image: