Machine: A Collection of My Work from Gnomon
Some of my favorite pieces to come out of my time at Gnomon. Demonstrating my understanding of modeling, texturing, rigging, animation, dynamic effects, lighting, rendering, and hopefully my artistic ability to conceptualize from the ground up.
Modeling, Texturing, Rigging, Motion Tracking, Animating, Lighting, and Compositing. This brief shot was completed with the help of LiDAR environment scanning (Polycam) to create a light-interactive, shadow catching environment. Advanced motion tracking software (PFTrack) was used to create a virtual camera to match the movement of the footage shot on iPhone.
Diecast Eyeris: Over 70 uniquely textured pieces coalesce into a dramatic character reveal. Volumetric fog and a sparse smoke simulation were art directed to add atmosphere and scale as this mysterious machine lowers before a protagonist.
Mesh to Metahuman: Using a 3D scan of my face to make a rigged model as a base for my dynamic vellum simulation.
My first in-depth experimentation with dynamic soft body physics, Epic's Metahuman Creator, and Houdini Grooming. A scan of my face was used to create a unique Metahuman DNA that was then hand-animated in Maya before being sent to Houdini to generate an internal "meat gel", hair, and wires.
Testing the waters of Houdini FLIP and Pyro solvers with a dash of Vellum. A Mixamo animation drives and affects all of these dynamic elements to create a powerful and mesmerizing ocean slam shot sequence.
Comments (7)