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3D Character Development - "No-Fun Teardrops"

This was a very fun & fulfilling (semi-)personal project to develop, as I had a chance to do it all: designing the concepts & all the character & prop assets; modeling, texturing, & rigging them; doing the look development; animating, lighting, rendering, and finally, compositing everything together. Unfortunately, the "No-Fun Teardrops" project was shelved and not (yet) released, but it was a great learning journey, and happy to share some of the work, nonetheless.

A big part of my goal with this project was to build out my technical understanding of the "Rigify" rigging & animation system in Blender. Coming from Maya, it had many familiar elements, such as skeletal hierarchies & constraints, but it also introduced me to new concepts such as vertex groups (which I use now for "hot-swapping" rigs using the same skinned geometry to use in both Unity & Unreal Engine) & Blender's intuitive animation system.

Accessorize! ✨
"Stonks" variant | "Anon" variant | "Diamond-Hands" variant

Accessorize! ✨
"Stonks" variant | "Anon" variant | "Diamond-Hands" variant

Animation cycle - "GM Walk"

Animation cycle - "NGMI"

Outfit variant montage! 👖👟

Rigging demo - controls (Blender)

Rigging demo - shape keys & pose library (Blender)