Professional 3D Generalist and Tech Art work from 2021-2024.
Medical Simulations
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.
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.
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.
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.
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.
Art Assets
Modeled in Maya, textured in Subtance Painter. Responsible for modeling, UV mapping, texturing, and shading.
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.
Sculpted and textured in Zbrush, rendered in Unity. Responsible for modeling, sculpting, texturing, and shading.
Technical Art
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.
Implementation of layer contents selection with the OpenMaya module per team request.
PySide2 and Qt Designer integration for quick UI development, .ui files easily loaded in Maya, Motionbuilder, and Substance Painter.
Maya Tools
Maya tool to assist character artists with making quick changes to blendshapes. Made with python.
Maya tool to assist animators with quickly copying animation between skeletons. Made with python.
MotionBuilder Tools
MotionBuilder tool to operate on keys. Made with python.
MotionBuilder tool to rotate and mirror animation takes. Made with python.
Substance Painter Tools
Substance Painter tool to assist with browsing and bookmarking the Substance python API. Made with python.
Unity Tools
Expanding on engine UI to give more detailed information to the user, including adding supplemental directories for visual reference.
Unity tool to assist users with object organization and bookmarking. Made with C# and UIToolkit.
Unity tool to assist animators with quickly previewing animation. Made with C# and UI Toolkit.
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.
Unity tool to quickly set bouding box values. Made with C# and UI Toolkit.
Unity tool to assist users with visualizing prefabs in the project. Made with C# and UIToolkit.
Desktop Tools
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 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.
Simulation
Simulation for proof of concept. Responsible for toy rigging and simulation in Maya with nucleus hair follicles
Technical R&D
Research for new methodologies, including AI generation of internal concept and design materials.
Technical Presentations
Presentations given to the art team to expand technical knowledge, and improve production adherence to platform standards.