Here’s some playblasts of the zombie rig from hotel transylvania. It’s a fun little rig to play with. I’ll keep adding animations here as I continue to experiment with the rig.
Wander North Georgia just held it’s second Photography Showcase. I was one of the 5 finalists chosen to go and present my landscape photography before the audience and the judges panel.
We mingled and talked with everyone, and then we sat down and did a Q&A about our work.
I’m excited to say that I won! It was an amazing time and I had so much fun meeting everyone, being declared the winner was just icing on the cake!
Thank you so much to everyone who came out to support us and hangout.
I’d recently been tasked with updating the looks of our VR program Fear of Bridges. Everything here was modeled, uv mapped, and textured by me. Modeling and UV mapping was done in Maya. Materials are made with Substance. Game engine is Unity. The VR systems are the HTC Vive for desktop and the Oculus Go for mobile.
I was asked to make some materials and do some quick renders to help a client create a 3D visualization for their clients who were having a house designed.
Here’s another addition to our fear of animals suite to help people overcome their fears; the humble roach.
Today I had 45 minutes to model and UV a spider for a mobile VR project. I present to you Señor Noodle Legs.
His noodle legs will be gone after rigging but this looked to the be most efficient pre-rig pose.
These are clips from the child section that I designed and animated for the Anchor’s Away: Anxiety at Bay app that in used to treat children with childhood anxieties. The app is currently in clinical testing, but I’m so happy with what our team has accomplished with this one.
I’m in the process of modeling an ICU for a virtual reality training program for doctors and nurses. Here’s some shots that show off the topology of each model. Everything needs to strike a delicate balance between looking realistic and being very efficient so the user can do what they need to in VR without experiencing any lag or dropped frames. the textures and colors you see are just references, because after the modeling is done I will create the actual textures in Substance.