TECHNICAL ARTIST REEL

BREAKDOWN


BREAKING ICE - [work in progress]

Maya, Houdini, Nuke

Effects Independent study with a leading effects artist from Dreamworks Animation. Story boarded a 'ice breaking' effect and working on completing it. Created 2 different procedural cracking tool which is used in achieving the 'ice breaking' effect. Also created a procedural ice shader. This is a work in progress.



BREAK AN EGG - [work in progress]

Houdini, Nuke

Trying to replicate a real world effect. Thin shelled cracking using spring and glue constraints, interaction of two fluids with different viscosity. Inner membrane tear implementation is still a work in progress.



LED EYE CONTROL TOOL

Maya, Python and MEL

This art directable tool helps animators to shape the LED eyes of the robot. Running the code generates a GUI and control curves. Translating and scaling the curves help turning the LEDs on and off. The GUI can be used to do the same, and also key frame the controls.



PROCEDURAL RIG AND WALK CYCLE

Maya, Python and MEL

Scripted custom rig and controls for the Triceratops. Also created a procedural walk cycle (symmetrical diagonal foot fall pattern) animation for it.



SPINNING GALAXY

Houdini, Nuke

A particle system is used to create the spinning galaxy; this is done procedurally. A fluid system is created using the same particles to emit gas. Another particle system is added to create the background stars. Custom shader is written for the galaxy and the background stars. Compositing is done in Nuke.



SCRIPT TO CONVERT SIM DATA TO SKINNING

Maya, Python

Wrote a script to convert nCloth simulation data into mesh skinning. The script also handles baking the data into key frames which can be exported to any game engine.




DECIDO - 3D RENDERING OF A PAINTING

Maya, Houdini, Nuke

This is a 3D representation of a painting by Rachel Cunningham. I am responsible for modeling, shading, lighting and compositing. Grass is done using hair system in Maya; the water geometry is created in Houdini.