At the top of the page you'll find my rigging showreel, scroll down for the breakdown and extra clips!
Showreel Breakdown
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1 - Mavericks E3 Trailer. I built all the character rigs and some of the gun rig for this project. The rigs used in the trailer were the in game rigs. We started the project with fairly standard custom rigs, but since moving the project to mocap, and due to tight deadlines we're now using HIK in Maya in conjunction with Motion Builder.
2 - Mavericks: Proving Grounds, Drone. One of the last additions I made to the game before it was sadly canned. The drone was an interesting rig to work on. I wish I'd had more time to do it justice but I like how this turned out considering the time scale we had. I was also able to make a few animations for it. The drone was used to bring the player into our game, it could also be called on by the player so they could interact with it and teleport items back to their base.
3 - Deceit, Terror Monster. On this project I built all the character rigs and most of the various weapons and items in the game. This terror rig featured standard humoid rigging plus a couple additional elements, ie. the mandible and throat. The mandibles pushed the sides of the mouth out using constraints and SDKs. If I were to go back I think I'd now switch it up and use the bonus rigging tools. The auto breath function was made using sine expressions on multiple joints throughout the throat, nose and chest.
4 - A Way Out of the Woods. For this project I rigged and animated all the characters. On this project I had fun experimenting with dynamics to animate the kid's hair and the wisp's top and tail. At the time it involved a lot of problem solving to keep the eyes on the body and the hands about the same distance from the surface of the body. It was a lot of fun to work on.
2 - Mavericks: Proving Grounds, Drone. One of the last additions I made to the game before it was sadly canned. The drone was an interesting rig to work on. I wish I'd had more time to do it justice but I like how this turned out considering the time scale we had. I was also able to make a few animations for it. The drone was used to bring the player into our game, it could also be called on by the player so they could interact with it and teleport items back to their base.
3 - Deceit, Terror Monster. On this project I built all the character rigs and most of the various weapons and items in the game. This terror rig featured standard humoid rigging plus a couple additional elements, ie. the mandible and throat. The mandibles pushed the sides of the mouth out using constraints and SDKs. If I were to go back I think I'd now switch it up and use the bonus rigging tools. The auto breath function was made using sine expressions on multiple joints throughout the throat, nose and chest.
4 - A Way Out of the Woods. For this project I rigged and animated all the characters. On this project I had fun experimenting with dynamics to animate the kid's hair and the wisp's top and tail. At the time it involved a lot of problem solving to keep the eyes on the body and the hands about the same distance from the surface of the body. It was a lot of fun to work on.
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