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.
Maya 7.0 Turtle, Mental Ray Body Paint 3D Shake Maya 7.0
03:02
Entire work Multi-Constraint Rigging Characters brain is controlled by the top Machine arm. Each machine arm also can be moved independently.
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.
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
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.
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.
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.
02:27
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
Time
00:00
Responsibilities
Entire work Realistic Female modeling Realistic rendering technique : Subsurface scattering
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
00:51
MANDALA (2006) : MACHINE <Individual Animation Project> - Turntable Animation - Still Images MANDALA (2006) : MACHINE - UV map & Texture
01:05
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
02:07
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
AZENIS PROJECT (2000) <Gear CGI> - Commercial Project for Japanese Tire Manufacturer, Falken MANDALA (2006) - Story Board
02:52
03:07