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Sculpted model to emphasized details of burn scars. Painted textures to create a mix of a realistic and stylistic base for created shader nodes to overlay on top of. Topology optimized for animation, and clothing modeled on top of skin to allow for different outfits to be modeled in the future.
Creation of stylistic custom shading groups able to be layered on top of both each other and painted textures to finalize a 2D-inspired final look.
Concept design by Phoebe Chou
Zbrush / Blender 3D / Substance 3D Painter
Animatable vein glow with emission
Hatching and half-tone texture fidelity increases with camera distance
For both of these projects, I was tasked with taking a design through the pipeline, from sculpting to game implementation, with a stylized realism look. I personally designed the fantasy skull, loosely based on bears and muntjac deer with a fantastical accessory of antelope horns. While I followed visual development reference for the blood-drained cow model, using additional anatomical reference to create a believable skeletal system.
The skull model was featured in Fate of the Fey, a DND inspired creature project, and the cow model was featured in El Sol, both a browser and Unreal game designed to educate about how New Mexicans were affected by the first atomic bomb.
Blender 3D / Zbrush / Substance 3D Painter / Autodesk Maya
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Based on a visual development turnaround, I created a muscle and skeletal diagram for our creature for to aid in understanding her anatomy, and to help me built a skeleton for her rig with accurate placement of joints according to her unique anatomy.
Character and environment render of both the Phantom from Gaston Leroux's "Phantom of the Opera," alongside the Palais Garnier of Paris, the setting of the story.
Phantom design inspired by @murin007
Blender 3D, Autodesk Maya, Substance Painter, Zbrush
Node-focused procedural generation of medieval ruins, with tools built for inserting windows, creating cutoff ruins, and creating ledges. Terrain generated and detailed with noise, and camera culled. Custom-made scattering systems were used for the foliage.
The final render was done in Arnold, rendered in layers, and composited in Nuke.
Houdini, Nuke
Realistic, game-ready knife modeled, retopo'd, and UV'd procedurally in Houdini. Textured in Substance Painter, before being rendered in Maya Arnold on a photo plate.
5k polys
Houdini, Substance 3D Painter, Autodesk Maya
Modeling, texturing, rigging, and animating B12 with the goal of a stylized final model to be used in a class project video showcase.
I was also the technical director of this class project showcase, with responsibilities including:
Creating the pipeline and folder organization setup
Set dressed and implemented all props into the scene
Additionally modeled and optimized to the room itself
Lit the entire set and full film
Responsible for all animation, from B12, to cat, to the camera
Autodesk Maya / Zbrush / Substance 3D Painter