Portfolio
Projects
Shaders
Bubble Sprite
Tool: UE5 , Houdini
Time: 3 days
Goal was to create a more realistic bubble effect, while trying to stay as optimized as possible.
Used Houdini to bake a sprite of the normals of an animated bubble to imitate a 3D object on a 2D sprite. Achieved a false reflection by sampling the environment HDRI and the pixel normal.
I then used this shader in the Bubble Beam vfx test.
VFX
Bubble Beam
Tool: UE5
Time: 1 week
Goal: I always wanted to have a more satisfying bubble beam in Pokemon, so I made my own.
Used unreal engine's Niagara particle system to generate sprite particles for the entirety of this exercise. In addition, Houdini was used in creating the Bubble and Splash sprite sheets.
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Modeling
Procedural Modeling
Growth Tool
Tool: Houdini
Time: 2 weeks
Procedurally grow new geometry on top of existing 3D models. This tool allows artists to quickly generate new geometry variations quickly from their asset library. Large geometry can have the size, frequency, and shape manipulated through a set of simple parameters; allowing artists to control results.
The system for secondary geometry instantiates assets onto the new geometry surface for nanite level detail.
Use Cases: Environment Art Assets, Prop dispersion, Procedural Assets
Cutout Tool
Tool: Houdini
Time: 3 days
Procedurally generate proxy meshes for 3D assets. This tool quickly generates proxy or card versions of existing geometry. The artist simply defines the target area and the desired result to generate the new low poly assets.
Use Cases: Level Design, Optimization
Sculpting
Gas Mask
Tool: ZBrush
Time: 2 weeks part-time [Dec. 2019]
Tasked with modeling a gas mask based on supplied reference material. Began with a Zsphere that was this carved to form initial shapes. Edges were then refined to and shape smoothed to resemble a firm plastic material. Straps were created with a geometry tool to draw its shape around the the head and connecting to the mask via clips. Filters were then modeled separately through extrusion techniques to form a more rectilinear shape. This project was iterated upon based on feedback from project lead.
Elephant
Tool: ZBrush
Time: 2 weeks part-time [Nov. 2019]
With supplied reference images and brush set, was tasked with sculpting and texturing an elephant. I started with Zspheres to shape the general form of the body and then sculpted the more defined shapes, one subdivision at a time. Progress updates were provided to project lead; making adjustments based on feedback. Tusks and eyes were created separately from mesh to allow finer control and achieve a more refined final product.
Hands
Tool: ZBrush
Time: 2 weeks part-time [Oct. 2019]
Modeling hands based on reference images. Began with Zspheres to capture general shape and number of fingers. Then refined with sculpting techniques one subdivision at a time to refine detail. Revised and iterated based on feedback from project lead.