Projects
Name of the Project: Peanut Butter Jelly - Animated Short
By: Alex Beaty and Clemson University
Software Used: Autodesk Maya, Mari, Nuke, Renderman
Development Time: 1 Year
My Positions: Modeling, Surfacing, Lighting, Rendering, Compositing, Render Wrangler Manager
Responsible for: Modeling of the crashed P51 Mustang, Surfacing of secondary trash prop models including: soda cans, cocktail glasses, pamphlets, lighting rendering and composting of the following shots: 6, 10, 15, 16. Also managed a team of volunteer render wranglers.
By: Alex Beaty and Clemson University
Software Used: Autodesk Maya, Mari, Nuke, Renderman
Development Time: 1 Year
My Positions: Modeling, Surfacing, Lighting, Rendering, Compositing, Render Wrangler Manager
Responsible for: Modeling of the crashed P51 Mustang, Surfacing of secondary trash prop models including: soda cans, cocktail glasses, pamphlets, lighting rendering and composting of the following shots: 6, 10, 15, 16. Also managed a team of volunteer render wranglers.
Name of the Project: Misfit Mice - Animated Short
By: Doug Rizeakos and Clemson University
Software Used: Autodesk Maya, Mari, Nuke, Renderman
Development Time: 12 Weeks
Mentored By: Moondog Animation
My Positions: Modeling, Surfacing, Lighting lead, Rendering lead, Compositing lead, Render Wrangler Lead
Responsible for: Modeling of the Microwave, various objects on peg board and work bench including: syringe, clipboard, tools , Surfacing of primary and secondary objects including : safe cage, Grill cage, work bench, peg board, clip board, syringe.
Created show light rigs, and set up the initial lighting and render layers as well as creating the show comp trees for all 5 shots. Solely responsible for lighting rendering and composting of shot: 5. Did a large chunk of lighting and comp work for shots 1,3, and 4. Also managed a team of volunteer render wranglers. Created Python and Mel scripts to speed up artist workflow for UV unwrapping, and setting up lighting files, as well as made improvements to template files in pipeline, and updates to existing pipeline scripts. Created extensive documentation for the steps of the pipeline I worked with on studio's internal wiki.
By: Doug Rizeakos and Clemson University
Software Used: Autodesk Maya, Mari, Nuke, Renderman
Development Time: 12 Weeks
Mentored By: Moondog Animation
My Positions: Modeling, Surfacing, Lighting lead, Rendering lead, Compositing lead, Render Wrangler Lead
Responsible for: Modeling of the Microwave, various objects on peg board and work bench including: syringe, clipboard, tools , Surfacing of primary and secondary objects including : safe cage, Grill cage, work bench, peg board, clip board, syringe.
Created show light rigs, and set up the initial lighting and render layers as well as creating the show comp trees for all 5 shots. Solely responsible for lighting rendering and composting of shot: 5. Did a large chunk of lighting and comp work for shots 1,3, and 4. Also managed a team of volunteer render wranglers. Created Python and Mel scripts to speed up artist workflow for UV unwrapping, and setting up lighting files, as well as made improvements to template files in pipeline, and updates to existing pipeline scripts. Created extensive documentation for the steps of the pipeline I worked with on studio's internal wiki.
Misfit Mice-HD from ClemsonDPA on Vimeo.
Name of the Project: To Shell And Back
By: Clemson University
Mentored by: Dreamworks SKG
Development Time: 10 Weeks
Software Used: Autodesk Maya, Nuke, Renderman
Development Time: 10 Weeks
My Positions: Rigging Lead, Lighting lead, Rendering lead, Compositing lead
Description: Lead of: Rigging, Lighting, Rendering, and Compositing on a 4 person team in an intense 10 week Summer program designed to create a professional quality animated short. Directly mentored by Dreamworks Animation artists. Responsible for rigging the main character and all of the props, creating the production's Nuke trees for lighting and comp, Lighting, Rendering, and Compositing of all of the shots, Optimizing render times so the whole short could be re rendered in less than 24 hours if needed. Performing Technical Artist support for surfacing, layout and animation. Completed an animated production in a new, in development production pipeline, and created artist workflow documentation for 90% of the new pipeline. Created scripts to speed up artist workflow and organized files for reviews. Worked mandatory 100+ hour work weeks.
By: Clemson University
Mentored by: Dreamworks SKG
Development Time: 10 Weeks
Software Used: Autodesk Maya, Nuke, Renderman
Development Time: 10 Weeks
My Positions: Rigging Lead, Lighting lead, Rendering lead, Compositing lead
Description: Lead of: Rigging, Lighting, Rendering, and Compositing on a 4 person team in an intense 10 week Summer program designed to create a professional quality animated short. Directly mentored by Dreamworks Animation artists. Responsible for rigging the main character and all of the props, creating the production's Nuke trees for lighting and comp, Lighting, Rendering, and Compositing of all of the shots, Optimizing render times so the whole short could be re rendered in less than 24 hours if needed. Performing Technical Artist support for surfacing, layout and animation. Completed an animated production in a new, in development production pipeline, and created artist workflow documentation for 90% of the new pipeline. Created scripts to speed up artist workflow and organized files for reviews. Worked mandatory 100+ hour work weeks.
Name of the Project: Venvi (Virtual Environment Interactions) Motion Capture
By: Kevin Boggs
Software Used: Vicon Blade, Autodesk Maya
Responsible for: Setup, capture, post process, and export of motion capture data to be used in a Unity 3D educational game to teach middle school students how to program by assembling segmented pieces of motion capture animation and using a node based visual scripting blocks to create a custom dance. For more information please visit: http://venvi.org/
Other Motion Capture Work:
maintaining Motion capture equipment, creating and setting up custom camera capture layouts, creating custom Vicon templates for face, body, and hands, and creating rigs in Maya for use with the custom templates.
By: Kevin Boggs
Software Used: Vicon Blade, Autodesk Maya
Responsible for: Setup, capture, post process, and export of motion capture data to be used in a Unity 3D educational game to teach middle school students how to program by assembling segmented pieces of motion capture animation and using a node based visual scripting blocks to create a custom dance. For more information please visit: http://venvi.org/
Other Motion Capture Work:
maintaining Motion capture equipment, creating and setting up custom camera capture layouts, creating custom Vicon templates for face, body, and hands, and creating rigs in Maya for use with the custom templates.
Name of the Project: UNCW Production Pipeline
By: Kevin Boggs, Colby Melvin, Doug Rizeakos, Brianna Anthony
Software Used: Autodesk Maya, Adobe Illustrator, Python, PYQT, PHP, HTML, CSS, Xcode, and much more
Development Time: 8 Weeks
My Positions: Project Manager, Python/ PYQT Programmer
Description: With the increase in strength of the University of North Carolina at Wilmington's Digital Arts Program, it has become apparent that further structure must be added to support the increase in talent and to insure improvement in the overall quality of digital productions. That's why our group proposes the creation of a software pipeline software package to aid future students at UNCW in generating 3D animated productions, by using a combination of web service, database, and Autodesk Maya. The proposed Pipeline integrates a custom python interface in Maya, an easy to navigate web service and database integration in one flow. Specifically, we address the issues of organization, quality control, communication, and managing project files in the different stages of the animation pipeline, specifically: modeling, texturing, rigging, layout/ lighting, and animating. We also create a place for all of the following pre-production steps on the integrated web interface: script, storyboards/ animatic, reference materials, and model sheets. Our objective is to create an organizational structure for future students in the Digital Arts program to use, that supports more ambitious team projects, and more accurately resembles the process that animation studios in the industry use on a daily basis. Our method is tested by two animated productions that are currently in progress.
By: Kevin Boggs, Colby Melvin, Doug Rizeakos, Brianna Anthony
Software Used: Autodesk Maya, Adobe Illustrator, Python, PYQT, PHP, HTML, CSS, Xcode, and much more
Development Time: 8 Weeks
My Positions: Project Manager, Python/ PYQT Programmer
Description: With the increase in strength of the University of North Carolina at Wilmington's Digital Arts Program, it has become apparent that further structure must be added to support the increase in talent and to insure improvement in the overall quality of digital productions. That's why our group proposes the creation of a software pipeline software package to aid future students at UNCW in generating 3D animated productions, by using a combination of web service, database, and Autodesk Maya. The proposed Pipeline integrates a custom python interface in Maya, an easy to navigate web service and database integration in one flow. Specifically, we address the issues of organization, quality control, communication, and managing project files in the different stages of the animation pipeline, specifically: modeling, texturing, rigging, layout/ lighting, and animating. We also create a place for all of the following pre-production steps on the integrated web interface: script, storyboards/ animatic, reference materials, and model sheets. Our objective is to create an organizational structure for future students in the Digital Arts program to use, that supports more ambitious team projects, and more accurately resembles the process that animation studios in the industry use on a daily basis. Our method is tested by two animated productions that are currently in progress.
Virtual Reality Dome Game (Demos)
Name of the Company: Laughing Soul Media
Company Webpage: laughingsoulmedia.com
Software Used: Unity, Autodesk Maya, Adobe Photoshop, Adobe Illustrator, Final Cut Pro
Development Time: 2 Weeks
My Positions: Modeler, Animator, Level Designer, Graphic Designer
Name of the Company: Laughing Soul Media
Company Webpage: laughingsoulmedia.com
Software Used: Unity, Autodesk Maya, Adobe Photoshop, Adobe Illustrator, Final Cut Pro
Development Time: 2 Weeks
My Positions: Modeler, Animator, Level Designer, Graphic Designer