Saturday, February 1, 2025

My Demo Reel

 Hello!

Thanks for checking out my work! The first thing you should look at is my animation demo reel.

It has all my best work in it as an animator!


https://vimeo.com/921449343


Everything else here is extra credit, so enjoy the other work I've done!

Monday, July 29, 2024

Mech Project Final Turn-In

 

First off for this final sprint, I finished up the animation and tried to get as much weight and detail out of it that I could. I also had to replace the gun mesh and make it work as one skeletal mesh in Unreal, and it worked out great!


I then spent a lot of time with Livi making sure that the VFX and the animation worked together. We got everything into the sequencer, and got everything timed out. Thankfully we got help from our friend Ian for the set dressing, and it really helps establish the scale of the mech. We put it all together which felt amazing to finally do.


Here is the final product! I can't believe we actually got it all together at the end.


Wednesday, July 17, 2024

Mech Project 5th Check In


 First I reskinned the new mesh


Then I did most of the animation


We are having issues getting the gun into engine, so we're going to cut the gun rig.

Monday, July 1, 2024

Mech Project 4th Check In

 


The first thing I did this past week was get the animation stepped out all the way through. We did make a cut last minute, so this will have to be re-worked slightly. With the gun no longer transforming, it will save us a good amount of scope.



Next up, I spent some time getting the animations in engine and making sure that everything was working. I then got the camera blocked out and started to play with lighting options. So far things are feeling nice with an outside lighting setup!


And this is how the animation looks in engine!


Wednesday, June 19, 2024

Mech Project - 3rd Check In



First, I re-skinned the mesh onto the improved rig that Livi made.





Then I skinned the gun that Dylan had made.





And then finally I created a short ROM animation that helped me familiarize myself with the rig and got me to understood what may need to change going forward to the finished meshes.
 

Wednesday, June 5, 2024

Mech Project - 2nd Check In

This sprint I had two different tasks to sort out!



First off, I skinned the mesh to the rig that Livi made. It didn't take as long as I thought it would, and I think it turned out pretty well for a proxy rig!




Then I re-animated the storyboard animation with the test rig! These actions are very likely to change as I get more comfortable with the rig, as new ideas are sure to spring up as I work with it. Thankfully, There are only a few key moments that need to be hit, so I can change my plan on the fly as I see fit.

Wednesday, May 22, 2024

Mech Project Sprint #1

 

For the first sprint, I talked with my team about possible ideas for the movements our mech is going to make! This is a first rough idea of what we might do, but things are probably going to change when we get to see the model and rig in action! Our tech artist is going to do a draw-over of this for the VFX, but I was responsible for the animation of the character.

Friday, February 2, 2024

Lighting Project #4

 




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References





Monday, January 29, 2024

Lighting Project #3

 





I did another water scene, but I wanted to do something colder rather than something more tropical. I really enjoy working with the water plugins in Unreal, and seeing how they work with different assets.

Friday, January 19, 2024

Lighting Project #2

 



I've always been a big fan of the vaporwave aesthetic, so I wanted to tap into that a little bit for this!

Sunday, January 14, 2024

Lighting Project #1




Zenobia in Chains - Neutral Lighting





Zenobia in Chains - Colored Lighting






Drame au Désert - Neutral Lighting





Drame au Désert - Colored Lighting


    I haven't focused on doing just lighting in a while, and it was fun to get back into it! I definitely feel like I have a lot to improve on in terms of lighting, but I do feel like I did a decent enough job. It was a challenge trying to get rim lighting without it spilling into the rest of the models too much. I wanted to keep things a little dramatic, so I did keep things a little bit dim. Overall, I do like what I did for the most part!

Thursday, November 30, 2023

Final SpongeBob VR Update

 






    Thankfully I had stayed ahead on my work for this project, so I didn't have too much to finish up for this week! I got to rig both Squidward and Plankton, and then make the according animations for both. For Squidward, all we needed was an idle animation. As for Plankton, we needed both an idle animation, and then an animation for when he gets picked up and thrown. I've gotten a lot speedier at doing simple rigs because of this project, and I'm a little tempted to dig deeper into what I could learn! Overall I had fun with this project!

Thursday, November 16, 2023

11-16 VR Update

 





    I got to go a little bit outside of my wheelhouse this week, which was fun! I of course did the animations needed for the assignment first. There was a lot of fun poses to choose from, so I tried to pick some iconic positions. A lot of promotional art depicts him with one of his claws up, and there is a popular clip where he dances like a robot, which I definitely wanted to reference. I also painted the poster which triggers the breaking hand animation for the player. It was nice to finally get that context in for the animation. I rarely paint, but I really enjoy it, so I was happy to do it!


Thursday, November 9, 2023

11 - 9 VR Update

 




        I had spent this week focusing on rigging Mr. Krabs. I got ahead in my work for VR by finalizing my animations last week so they did not need to be touched up! Ted had finished the model so I got to get even further ahead by rigging our interactable character. It was a very strange rig to make considering Mr. Krabs' proportions, and I'll most likely need to go back again at some point and need adjustments depending on the requirements of the animations.

Thursday, November 2, 2023

VR Clean Pass

 


    
    This week I spent time refining the animations. I went back over each main hand animation and made the idle pop a bit more. I was worried that it was a little too subtle for SpongeBob, so I wanted to push things a bit further. I also wanted to add a specific animation for holding the spatula since we might go further with that as a gameplay idea. Overall, I'm glad I kept my animation files clean so it was very easy to go back and make plenty of edits without getting too lost.



Thursday, October 26, 2023

SpongeBob Proxy Pass Work

 

Animations


Controls




Animation Graphs and Functionality



Perforce Updates


    I did many different things for this pass! I started out by adding controllers to the rig. I had some issues with the orientation but I was able to work it out with some help from Cal. After that I went through and made all the animations needed for the hands. It was the first time I used animation layers and it saved a lot of time! I then spent the rest of my time getting the hands to work properly in engine. It felt a little bit outside of my normal skillset, but I do feel that it was important for me to understand! 


Monday, October 2, 2023

Barrel Sculpted, Game Ready, and Baked

 

Sculpted


Game Ready (1550 Tris)


   
Baked

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References



My Demo Reel

 Hello! Thanks for checking out my work! The first thing you should look at is my animation demo reel. It has all my best work in it as an a...