*** This is not my latest reel, latest reel here ***
BULLET WOUND ANGEL
Model
Modeled in Zbrush. UV unwrapped in Maya. Rendered in Zbrush using custom skin and hair shaders. Polycount: 600,000.
Rig
Rigged in Maya, using full-body procedural animation and dynamics with IK and FK controls for keyframe animation. User interface controls the animation and real-time dynamics through mathematic expressions.
Procedural walk cycle
Walk cycle is driven solely by mathematic expressions and MEL scripts. Uses 17 major factors chosen from human walk cycle studies to generate a natural motion.
THE HAND
Model
Modeled with Zbrush using Zspheres. Generated displacement map and normal map in Zbrush. Rendered with HDR image-based lighting and global illumination in Maya MentalRay. Polycount: 5000.
Rig
Rigged in Maya and has a character control panel integrated in Maya interface. Bound with a wrap deformer, using influence objects and blend shapes to create natural muscle deformation.
Scripting
Physical rendering effects are created using MEL scripts. User interface is made using driven keys, utility nodes, expressions.
RUINED CITY
Model
Modeled, animated and rendered in Maya. Color, bump and displacement maps are procedurally generated, giving more detail than file textures allow. Polycount: 5000.
Rig
The flying turtle and pterodactyl are rigged in Maya and bound using smooth skinning with driven keys, utility nodes, expressions and MEL scripts.
ZHANG ZIYI
Model
Modeled with Maya and Zbrush, UV unwrapped and rigged in Maya, rendered in Maya MentalRay with custom SSS skin shaders, HDR image-based lighting and global illumination. Polycount: 20,000.
Rig
Smooth skin, wire deformation, cluster controls and blend shapes for muscle deformation on the face. Bound a subdivision object to a polygon object with a wrap deformer. User interface is made using driven keys, utility nodes, expressions and MEL scripts. Animators have 4 ways of controlling this character:
- Proxy panel
Enables animators to click on the floating interface and move the corresponding parts. - Mouth shape control boxes
Deform the mouth shape, based on vowels or consonants. Particularly helpful when lip-synching. - Pose palette
Several prepositioned poses for quick animating. 16 pre-made poses are included. - Blend shapes
Traditional blend shape sliders. 8 phonemes and 8 advanced shapes are included.
SAUSAGE MAN
Character was designed with the theme of a sausage. Modeled, painted, and rendered in Zbrush
with a custom SSS meat shader. Used pose-to-pose technique to reposition in Zbrush. Polycount: 60,000.
WHALE MAN
Modeled with Maya and Zbrush, and rendered with in MentalRay using a displacement map and normal map generated from Zbrush. Used an expression to simulate hand-held camera effects. Polycount: 4000.
NEW BEETLE
Modeled in Maya, and rendered in MentalRay with HDR image-based lighting and global illumination. Rendered in layers to match the motion and lighting conditions of live footage. Polycount: 10,000.