This shot was created as an intern project at Side Effects Software Inc. I chose this shot to help develop my character skills in Houdini. Modeling, rigging, animating, fur grooming, dust effects, lighting, shading, and rendering were all completed in Houdini. Responsible for all elements.
Completion Time: 12 Weeks, Summer 2011
Software Used: Side Effects Houdini, Foundry Nuke, GIMP, 3DCoat, Pixologic ZBrush. Rendered with Mantra PBR
This was my master's thesis, that ventured into the realm of digital paleoart. The project involved the complete anatomically accurate restoration of an extinct crocodylian from New Jersey. I started with the digitized fossils, and used the scientific literature to help reconstruct the biology of the skeleton and musculature, which then allowed me to build and texture the creature's outer skin. The rest of the project called for lifelike motion of the animal, and to portray Thoracosaurus neocesariensis as it likely behaved in life. Responsible for all elements.
This project won the prestigious National Geographic Lanzendorf PaleoArt Prize for Digital Modeling and Animation from the Society of Vertebrate Paleontology in 2011. It also won the Best Graduate Poster Presentation for Creative Arts and Design Research at Drexel University's Research Day 2011.
Completion Time: 1 Year, Fall 2009 - Fall 2010
Software Used: Geomagic Studio, Autodesk Maya, Adobe Photoshop, Pixologic ZBrush, Next Limit Realflow, Side Effects Houdini, Foundry Nuke, Crazy Bump, UV Layout, Adobe After Effects. Rendered in RenderMan for Maya
This is a short that was created to fulfill two graduate courses: Advanced CG Imagery and Advanced Particles/AI for Effects. It won the prize for "Best Animation" in the Greater Philadelphia Student Film Festival (GPSFF) 2010. A large portion of the project involved the implementation of Massive to generate many characters. Responsible for all elements.
Completion Time: 14 Weeks, Fall 2009
Software Used: Autodesk Maya, Mudbox, Side Effects Houdini, Massive, The Foundry Nuke, Adobe Photoshop, Flash, After Effects, Rendered in RenderMan for Maya, PRMan, Mantra
This stock rig was created in my spare time with the intention of continually furthering my rigging and animation abilities. The rig is a full biped with a combination joint and blendshape facial setup. The body consists of IK/FK switches on all of the limbs and multiple levels of control for the fingers. The goal is to continually add and update features on the rig, and to use it in animated acting exercises. Responsible for all elements. Audio track from "Uncle Buck."
Completion Time: Model and Rig - 2 Weeks, Animation - 2 Days, Winter 2011
Software Used: Autodesk Maya. I have also begun implementing the same rig in Houdini
This was a short created for the course, Advanced Animation and Visual Effects. The project won "Best Animation" at Drexel University's Untitled Film Festival 2009. It was completed by a four person team. My portion included the character's body rig - complete with IK/FK switches for the arms, much of the animation including all animation in the shots shown, modeling and texturing of the statuette, and rigid body development for the statuette piles. Team members included: Nicholas Avallone, Kevin Hoffman, and David M Lally.
Completion Time: 10 Weeks, Fall 2008
Software Used: Autodesk Maya, Pixologic ZBrush, Side Effects Houdini, The Foundry Nuke, Adobe Photoshop, Adobe After Effects, Rendered in RenderMan for Maya