Responsible for all aspects unless otherwise noted.
Apollo - Film/Animation
After modeling and texturing Apollo, I decided to try my hand at more advanced rigging techniques. Specifically, I wanted to research ways to create digitigrade legs in biped characters, especially a way that could give animators full control over the movement. This iteration of a current technique allows for IK/FK switching and advanced control over the character's thigh.
You can read more about my process here.
Responsible for all aspects, IK leg method inspired by "neelz" on YouTube
Nia - Film/Animation
For Nia, I wanted to solidify my skills in human face topology as well as functional topology for character deformation. I kept in mind bend points and built my model around them, while keeping in mind the character design I sketched.
Because she is intended to have cartoony and exaggerated face expressions, I wanted to push the amount of topology around her eyes, nose, and mouth. This will give more freedom when it comes time to rig the face.
You can read more about my process here.
Responsible for all aspects
Pedro Pascal - Digital Portrait
To explore outside the realm of stylization, I wanted to experiment and build my skillset in a more realistic looking project. I wanted to also focus on creating a clean topology for practice, as well as sculpting in ZBrush a realistic depiction of a celebrity.
The transition from exaggerated shapes to subtle forms, ensuring realistic bone structure, wrinkles, and fine details in ZBrush was a challenge that brought more to my understanding of anatomy and surface detail.
You can read more about my process here.
Responsible for all aspects, Likeness of Pedro Pascal