This is a collection of 3D work for projects and games. I created all work shown except for a few specified cases.
ANimation and RIgging
This demo reel is a collection of different creatures all of which I rigged, animated, and modeled for Michigan State University. It shows all types of creatures mainly demonstrating the rigs behind the animations. Techniques shown and described are Ik spline curves, reverse foot lock, constraints (orient, scale, pole vector, etc.), set driven keys, custom user interface for facial expressions using blend shapes, proper parenting hierarchal structure for resizing and rotating the rig, and finallycluster based spines. It starts with explaining a few rigs then shows a bunch in action!
This is a very flexible tentacle rig I made for research purposes into rigging. This rigging was used for an octopus. I created the octopus with Maya by using the Hyper Shade's multiply/divide nodes to influence the scale of the joints and MEL scripting to control the stretch. With the connection editor, the joint stretch drives the joints scale in that axis. All these joints are hooked up to control nodes for animation.
This is a high poly completely realistic human skeleton model and rig. I modeled and rigged it in Maya. Then, I did physics tests with in it in Unity using a custom rag-doll system. It was created as part of a research project for Michigan State University. Each bone is modeled based on data for a persons average height and given a rigid body mass based on data for average weight of each bone based on height. The intention of this rig was to evolve a bi-pedal walk in collaboration with others.
3D Modeling
These are a few ships from a larger set that I created in Maya for experience in modeling techniques such as edge flow, area distribution, quads and triangles, combining and extracting meshes, conversion from NURBS to polygons, etc. I also gained further practice with optimization techniques such as the effect of polygon count on frame-rate during gameplay and how to reduce polygon count in areas while using textures to still keep realism.
I modeled a kitchen based on my old apartment at the time, which was created with Maya. This was made as a school project with a focus on lighting set ups and techniques such as global illumination, final gathering, ambient occlusion, and the cardinal lighting set up.The kitchen was built to proportion from measurements and a camera was hooked up for a fly through.
The Fender Jag-Stang guitar here was created in Maya for a school project. Every component in the guitar is accounted for and is built to proportion. First, I set up image blueprints then drew out curves and converted their surfaces to polygons to produce this result.
This is a 3-Dmodel of my R/C helicopter in Maya with NURBS (curves). The helicopter is based on a model of an R/C helicopter I had and created to scale which was used for a school project.