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BYEONG GYU PARK

Title Time Software


Maya 8.5 Zbrush 3 Mental Ray Body Paint 3D Shake Maya 8.0 Turtle, Mental Ray Body Paint 3D Shake Maya 8.0

Generalist Reel Breakdown


Responsibilities
Entire work Realistic human modeling, rendering & compositing : Normal map + Bump map + Displacement map + Fresnel map + Color map Entire work Modeling, Rigging Demonstration of the integrated User interface for character - Smooth On/Off, Global reset. Select, and Set key for each controller. Animator can use automatic clavicle control option for 8 different arms selectively during animation Characters arm can be stretched, and bent into the shape of octopus.

MANDALA (2007) : KALI 00:00 <Individual Animation Project> - Turntable Animation

REUSABLE FULLBODY FK/IK 01:05 SWITCHING SYSTEM (2007) : - Goddess KALI USER INTERFACE - Integrated UI with Maya AUTOMATIC CLAVICLE & ADVANCED ARM TWIST CONTROL : - Maximum Flexibility for Shoulder & Arm Setup FK/IK RETARGETING : - Reusable Character Setup 01:40

02:01

Maya 8.0

Animator can change arm control mode between FK, and IK without any movement.

MANDALA (2006) : MACHINE 03:24 <Individual Animation Project> - Turntable Animation

Maya 7.0 Turtle, Mental Ray Body Paint 3D Shake Maya 7.0

Entire work Design, Modeling, Texturing, Animation, Lighting, Rendering, Compositing

MECAHNICAL RIGGING (2006) : - Machine Character Setup

03:02

Entire work Multi-Constraint Rigging Characters brain is controlled by the top Machine arm. Each machine arm also can be moved independently.

MANDALA (2006) : HUMAN - Turntable Animation - Still Images

03:25

Maya 7.0, Zbrush 2 Turtle, Mental Ray Body Paint 3D Shake Maya 7.0 Zbrush 2

Compositing : Color / Shadow / Depth / Occlusion / Reflection Occlusion / Environment (HDRI) passes Normal maps, and Displacement maps for relatively low poly models in Maya.
Muscle System Facial Rigging Using Pose deformer, and Blend shape technique, I can add proper muscle shapes. To do that, I used Maya, and Zbrush 2.

FACIAL & MUSCLE RIGGING (2006) : - Human Character Setup

03:38

03:47 GAME CREATURE RIGGING : THE LORD OF THE RINGS (TURBINE) - Creature Character Setup - 31 Bone Setup for a Dragon 03:55 GUMBALL GRRRLZ (2001) <Gear CGI> - Animation Project for Warnar Bros. - Character Modeling, Background work, Main character Animation AZENIS PROJECT (2000) <Gear CGI> - Commercial Project for Japanese Tire Manufacturer, Falken 04:09

Maya 7.0

Dragons every movement can be animated by limited number of joints. Automated Wing Setup

Maya 4.0 Turtle Mental Ray SHake Maya 3.0 Mental Ray Renderman After Effects

1. Stage : Entire Design / Modeling 2. School : Entire work Design, Multi-Patch Nurbs modeling, Texturing, Animation, Lighting, Rendering, Compositing Entire work with 1 co-worker

Entire modeling - Car, Tire


Displacement map & Boolean Animation

BYEONG GYU PARK


Title Time Software
Maya 8.0 Turtle, Mental Ray Body Paint 3D Shake Maya 8.0

Rigging Reel Breakdown


Responsibilities
Modeling, Rigging Demonstration of the integrated User interface for Kali Smooth On/Off, Global reset. Select, and Set key for each controller.

Reusable Fullbody FK/IK 00:00 Switching System (2007) : - Goddess KALI USER INTERFACE - Integrated UI with Maya FK/IK Stretchable Rig : - Stretchy Setup for Spine, Tongue, Neck, and Head. 00:21

Characters each joint can be stretchable, and repositionable, so this setup can be reusable for different character continuously.

FULL BODY AUTOMATIC 00:46 CLAVICLE CONTROL : - Convenient Clavicle animation with FK, and IK Arm control mode ADVANCED ARM TWIST CONTROL & STRETCHY ARM Control : - Maximum Flexibility for Arm Setup FK/IK RETARGETING : - Reusable Character Setup 00:56

Maya 8.0

Animator can use automatic clavicle control option for 8 different arms selectively during animation, and also can change arm control mode between FK, and IK without any movement.

Maya 8.0

Through additional arm joints, animator can control precise arm twist movement. Characters arm can be stretched, and bent into the shape of octopus.

01:08

Maya 8.0

Stretchable and FK/IK retargeting joint setup can bring great potential ability, which is Reusable character setup. In other words, Rigger can use this setup for different proportional characters later on.

MULTI PIVOT FOOT CONTROL : CORRECTIVE SHAPE : DOUBLE IK SYSTEM : - Grab object easily with additional IK controller MECAHNICAL RIGGING (2006) : - Machine Character Setup

01:41

Maya 8.0

Multiple Pivot IK Foot Control to get proper foot rotation. Animator can turn on and off for each deformed area such as elbow and wrist. With two IK controller, character can grab lots of objects conveniently.

02:00

Maya 7.0

Multi-Constraint Rigging Characters brain is controlled by the top Machine arm. Each machine arm also can be moved independently.

MECAHNICAL RIGGING : - Machine Character Setup

02:09

Maya 7.0

The 8 machine arms and 4 connectors are constrained by the characters hip controller, and each can control the characters arm. Character can grab different machine arms continuously.

MECAHNICAL RIGGING : - Machine Character Setup

02:18

Maya 7.0

Each wire exactly point out the characters back hole, and it can calculate the distance between the hole and the machine. All objects have either animation controllers or constraints assigned to them to describe their animatable behavior.
Muscle System Facial Rigging Using Pose deformer, and Blend shape technique, I can add proper muscle shapes. To do that, I used Maya, and Zbrush 2.

FACIAL & MUSCLE RIGGING (2006) : - Human Character Setup

02:27

Maya 7.0 Zbrush 2

02:43 GAME CREATURE RIGGING : THE LORD OF THE RINGS (TURBINE) - Creature Character Setup - 31 Bone Setup for a Dragon

Maya 7.0

Dragons every movement can be animated by limited number of joints. Automated Wing Setup

BYEONG GYU PARK


Title
Goddess KALI (2007) : - Turntable Animation

Modeling Reel Breakdown


Software
Maya 8.5 Zbrush 3 Mental Ray Body Paint 3D Shake Maya 8.5 Zbrush 3 Mental Ray Body Paint 3D Shake Maya 8.5 Zbrush 3 Mental Ray Body Paint 3D Shake Maya 7.0 Turtle, Mental Ray Body Paint 3D Shake Maya 7.0 Body Paint 3D Deep Paint 3D Photoshop Maya 7.0, Zbrush 2 Turtle, Mental Ray Body Paint 3D Shake Maya 7.0, Zbrush 2 Body Paint 3D Deep Paint 3D Photoshop Maya 4.0 Turtle Mental Ray SHake Maya 4.0 Shake

Time
00:00

Responsibilities
Entire work Realistic Female modeling Realistic rendering technique : Subsurface scattering

Monstrous KALI (2007) : - Compositing

00:28

Entire work Rendering & compositing : Normal map + Bump map + Displacement map + Fresnel map + 8K Color map Entire work Monstrous modeling Transform into Monster : Blend Shape

Monstrous KALI (2007) : - Still Image

00:51

MANDALA (2006) : MACHINE <Individual Animation Project> - Turntable Animation - Still Images MANDALA (2006) : MACHINE - UV map & Texture

01:05

Entire work Mechanic modeling

01:55

Entire work Sophisticated UV Unwrapping 4096X4096 Color, Bump, and Specular Maps Realistic hand painted textures Entire work Realistic Male modeling & rendering Compositing passes from Maya in Shake : Color / Shadow / Depth / Ambient Occlusion / Reflection Occlusion / Environment (HDRI) passes Entire work 4096X4096 Color, Bump, Specular, Normal, and Displacement maps for the realistic human character 1. Stage : Entire Design & Modeling 2. School : Entire work Environment modeling

MANDALA (2006) : HUMAN - Turntable Animation - Still Images

02:07

MANDALA (2006) : HUMAN - UV map & Texture

02:26

GUMBALL GRRRLZ (2001) <Gear CGI> - Animation Project for Warner Bros. - Background work GUMBALL GRRRLZ (2001) - Character work - Still Images

02:34

02:48

Entire work Cartoony character modeling & texturing

AZENIS PROJECT (2000) <Gear CGI> - Commercial Project for Japanese Tire Manufacturer, Falken MANDALA (2006) - Story Board

02:52

Maya 3.0 Mental Ray Renderman After Effects After Effects

Entire work with 1 co-worker


Entire Product modeling - Car, Tire


Displacement map & Boolean Animation

03:07

Entire work Drawing - Story Board images

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