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Tessa Carter
  • About
  • Resume
  • Technical Animation
  • Modeling
  • Lighting
  • Animation
Tessa Carter
  • About
  • Resume
  • Technical Animation
  • Modeling
  • Lighting
  • Animation
  • More
    • About
    • Resume
    • Technical Animation
    • Modeling
    • Lighting
    • Animation

Get in touch tessa.carter2001@gmail.com

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Technical Animation Intern for Raven Software

Call of Duty: Black Ops 7 & Call of Duty: Warzone

  • Created and aided in pipeline development for using Houdini cloth in cinematics and future in-game use through Houdini, Maya, and in game engine

  • Rigged dynamics for in-game enemies in Maya using proprietary tools and testing in-engine

  • Edited and painted accurate weights for in-game enemies in Maya using both Maya's weight paint system and NGSkin Tools

  • Worked with multiple teams to create cinematic cloth and hair simulations for the Warzone Marketplace

Houdini, Autodesk Maya, Proprietary Game Engines

Access Technical Animation COD Reel (LOCKED)

Rig with Hair Dynamics, Look development, and Custom Shaders for a Personal 3D Character Project

Full rig with stretch/squash, ik/fk and space switching and full facial controls. Custom hair rig built using constraints and equations to simulate hair physics optimally and in real-time.


Concept Design by Phoebe Chou

Blender 3D / Substance Painter

Creature Rig for Guardian's Lament 3D Short Film

This rig was first created on an anatomical skeleton I modeled in order to put the joints in the best places, considering her unique anatomy and muscle structure. This also aided in our pipeline, allowing the rig to be started while the model was still in process, as long as it followed the basic anatomy.

This fully custom rig features:

  • FK to auto-overlap switch for ears, whiskers, and tail leaves with adjustable strength, using an altered, custom script of Maya's Bonus Tools

  • Adjustable and toggle-able squash and stretch for legs, body, tail, and neck

  • Knee, Elbow, Ankle, and Wrist pinning

  • Ik/Fk switches for tail, legs, and front claws

  • Full facial rig and facial picker done using a both blendshapes and joints for animation ease and sticking to character expression sheet

  • Created Maya scripts to aid in implementation of auto-overlap creation, fk-control creation, self-group creation, etc.

Animations by Daniel Nimori and Nhan Nguyen

Autodesk Maya

Unreal First Person Game Demo

Custom model and rig based upon the UE5 Mannequin with weapon capability and custom animations. Implemented into UE5 with a custom character and animation blueprint, featuring:

  • Equipping and unequipping the cane for both running and attacking

  • Procedural animation for turning, jumping, and wall collision

  • Logic surrounding when the user is able to attack based upon equip and run stance

Character Inspiration: Kaz Brekker by Leigh Bardugo's Six of Crows

Work in Progress Head Rig of "Hades"

Model and head rig featuring 15 expression-based eye rigs.

Containing:

  • Automatic jitter and twitch for each eye individually

  • Group and individual control of each eye, or all at once

  • Future: Auto-blinks for groups and/or each individual eye

Concept Design by Phoebe Chou

Autodesk Maya

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Custom expression that is used for the automatic eye jitter and eye twitch, edited per-eye to give randomness

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Work in Progress Character Rig in Unreal 5.6

Custom digitigrade leg rig with auto matching for IK and FK switching. Construction event calculates pole vectors and auto-colors controls per side.

Goal for this character will be a full control rig in Unreal Engine 5.6, complete with ik/fk hands, and body rig, and clothing rigs for armor.

Unreal Engine 5.6

Ik and Fk control rig graph

Rig Creation for 'El Sol' - 3D Explorative web game.

Creation of an animation and game-ready rig to be used in a web game engine as well as usable in Unreal.

Featuring:

  • IK leg and toe controls with offset control for parenting

  • Shoulder and elbow pole vector for easy adjustment

  • IK and FK switchable head and neck

  • IK and FK spine controls with two cogs, one for body acting and one for sliding across the ground

Model by Nicole Padilla, Animation by Reese Parungao

Autodesk Maya

Fur Groom and Hair Generation Practices

Experimentation with procedural fur generation and hair shader creation to achieve a final render.

Houdini | Blender 3D

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