Shadow Health

Professional 3D Generalist and Tech Art work from 2021-2024.

Medical Simulations


Medical simulation depicting syndrome of inappropriate antidiuretic hormone secretion.

Modeled in Maya, animated and rendered in Unity. Responsible for modeling, texturing, shading, lighting, and animation. I created a custom fresnel shader for the cells and animated them by scripting random rotation in C#. I sourced existing project textures for the background vessel materials and reused the red blood cell model from a previous simulation.

Medical simulation depicting nuclear division in eukaryotic cells (mitosis).

Modeled in Maya, animated and rendered in Unity. Responsible for modeling, shading, lighting, and animation. I created the wavey effect on the cell membranes with a custom shader graph and animated the cell division in Unity. The DNA helix model and nucleus texture were sourced from existing assets.

Medical simulation depicting cellular nondisjunction.

Modeled in Maya and animated in Unity. Responsible for modeling, lighting, animation, and simplified shading for WebGL. The DNA helix model, addition, and arrow elements were sourced from existing assets.

Medical simulation depicting a glucose molecule.

Modeled in Maya, animated and rendered in Unity. Responsible for modeling, lighting, shading, and animation. I implemented the wireframe shader from Chase Pettit’s unity-wireframe repository on GitHub.

Medical simulation depicting capillary filtration within the glomerulus of the Bowman’s capsule.

Modeled in Maya, animated and rendered in Unity. Responsible for modeling, lighting, shading, particle systems, and animation. I sourced existing project textures for the filtered particle boards and reused the red blood cell model from a previous simulation.

Particle effects guided with the Spine Particles addon from the Unity Asset Store.

Art Assets


Frozen plasma bag prop.

Modeled in Maya, textured in Subtance Painter. Responsible for modeling, UV mapping, texturing, and shading.

Maya mesh wireframe – 1800 triangles.
Sealed bag valve mask and non-rebreather mask.

Modeled in Maya, textured in Substance Painter. Responsible for modeling, UV mapping, texturing, and shading. I modeled the sealed bag, oxygen tube, non-rebreather oxygen bag, connector, filter, and nasal strip. The bag valve mask and non-rebreather mask were sourced from existing assets. I used Maya nucleus cloth simulation to flatten the bag valve mask resevoir.

Maya mesh wireframe, non-rebreather – 4170 triangles, bag valve mask – 5344 triangles.
VR prop setup with collision and interactable components.

CSCC Tumor.

Sculpted and textured in Zbrush, rendered in Unity. Responsible for modeling, sculpting, texturing, and shading.

Technical Art


Custom menu and shelf for production tools.

Art and animation pipeline organization and maintenance, custom main menu and shared shelf for tools and snippets. Initialization of required preferences and scene settings on startup.

Layer contents selection.

Implementation of layer contents selection with the OpenMaya module per team request.

PySide2 for UI creation.

PySide2 and Qt Designer integration for quick UI development, .ui files easily loaded in Maya, Motionbuilder, and Substance Painter.

Qt Designer.

Maya Tools


Quickly edit blendshapes.

Maya tool to assist character artists with making quick changes to blendshapes. Made with python.

Copy animation between skeletons.

Maya tool to assist animators with quickly copying animation between skeletons. Made with python.

MotionBuilder Tools


Basic key operations

MotionBuilder tool to operate on keys. Made with python.

Rotate and mirror animation takes.

MotionBuilder tool to rotate and mirror animation takes. Made with python.

Substance Painter Tools


Substance API browsing.

Substance Painter tool to assist with browsing and bookmarking the Substance python API. Made with python.

Unity Tools


Project tab details.

Expanding on engine UI to give more detailed information to the user, including adding supplemental directories for visual reference.

Bookmarking objects.

Unity tool to assist users with object organization and bookmarking. Made with C# and UIToolkit.

Moving Objects.
Quickly preview animations.

Unity tool to assist animators with quickly previewing animation. Made with C# and UI Toolkit.

Rename selected objects.

Unity tool to assist users with naming objects, adding prefix, suffix, numbering, and auto-suffix by type. I designated the asterisk (*) as a special character to allow replacement of multiple unique substrings. Made with C# and UIToolkit.

Automate bounding boxes for selected meshes.

Unity tool to quickly set bouding box values. Made with C# and UI Toolkit.

Layout prefabs by name.

Unity tool to assist users with visualizing prefabs in the project. Made with C# and UIToolkit.

Desktop Tools


Gather textures to one directory.

Desktop application to search recursively for image files by format. Images could be moved to a target directory for processing with Photoshop batch actions, and then moved back to their original locations. These locations were backed up via JSON to the user’s temp folder so they could be reloaded if necessary. Made with python.

Shaders


Wrinkle map shader graph.

Wrinkle map shader with RGB masking for isolated blending of detail normal maps. A placeholder scar was created to test the blending on top of required secondary normal maps.

Normal map details.
RGB masking.

Simulation


Simulation for proof of concept. Responsible for toy rigging and simulation in Maya with nucleus hair follicles

Stuffed toy lion simulation test for pediatric patients.
The simulation was baked onto the skeleton and imported to Unity.
Testing with character collision.

Technical R&D


Generated concept assets.

Research for new methodologies, including AI generation of internal concept and design materials.

Technical Presentations


Normal map presentation slide.

Presentations given to the art team to expand technical knowledge, and improve production adherence to platform standards.

Unity prop presentation slide.

Character Reel 2013

Here’s my 2013 character reel.

Breakdown:

1. Concept:
Concept by thenerdyogre.

2. Lyve & Dog characters:
I modeled, textured, rigged and animated the characters using Maya, Zbrush, Photoshop and xNormal. Turntables were captured in real time with the CryEngine3 Free SDK. I used the MayaCE3 exporter written by SeithCG to export models and animation to the engine.

Lyve: 9914 triangles, 3×2048 (body), 4×512 (hair and particles), 4×256(eyes).
Dog: 5574 triangles, 3×1024 (body).

Dog rig test

I set the legs up with a custom 3 chain ik/fk switch system.  The red controls are fk and the green are ik.  The transformation animation is done with set driven keys on parent groups of the fk controls, and the wheels are an expression.