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Developed pipelines, processes, and art direction for over 300+ point cloud characters and captures. We captured musicians, professional athletes, actors, and several recognized people. These now live in stadiums, concerts, and mobile applications for external partners. I modified and personally created over 60 of these while also doing the pipeline creation. As these are more about Vertex coloring, cleaning up, and and retypology currently not showing.

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Mesh per frame volume | AR

The technique of using real-time particles with 3d mesh Vector based for the fire was a difficult process. One unique mesh per frame is generated using no transparency, alpha, or sprite sheet.  Each frame is a mesh with baked vertex data. This is a true volumetric particle that will run fast in AR or VR. You can move around the particle in 3d space.  Alembic cache, vertex color data created with Maya. 

Animation

Keyframed animation on multiple projects

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