Look Development, Shader Node Creation, and Rig for a Personal 3D Character Project
Creation of stylistic custom shading groups able to be layered on top of both each other and painted textures to finalize a 2D-inspired final look.
Full body, facial, and custom hair rig. Hair rig using constraints and equations to simulate hair physics optimally.
Concept Design by Phoebe Chou
Substance Painter / Blender 3D

Animatable vein glow with emission

Hatching and half-tone texture fidelity increases with camera distance
Rig Creation for 'El Sol' - 3D Explorative web game.
Creation of an animation and game-ready rig to be used in a web game engine.
Consists of:
Ik leg and toe controls with offset control for parenting
Ik / Fk switchable head and neck
Ball/heel roll, pitch, twist, and yaw
Individual spike controls
Ik and Fk spine controls
Model by Nicole Padilla
Autodesk Maya
"Stray" Room Recreation - From Stray (Annapurna Interactive)
Being the 3D Technical Director for this class project, I was tasked with creating the pipeline and file system, critiquing, and teaching my fellow students on proper file structure, organization, and model topology/UVs. As well as, I was responsible for compiling all the assets into one file and arranging them. I was also responsible for modeling the room structure (walls/floor, fence, pipe, and assorted boards), as well as lighting for the room and tweaking it per shot composition.
Autodesk Maya / Substance 3D Painter

Fur Groom and Hair Generation
Experimentation with procedural fur generation and hair shader creation to achieve a final render.
Houdini
SJSU Lighting Class Reel
Responsible for:
Assembling each scene with correct file organization and naming protocols
Animating each shot
Lighting each shot to match reference
Rendering out each shot using the command prompt and batch rendering
Composited each shot in Nuke
Made and coded gizmos for nuke for easier rebuild
Autodesk Maya / Nuke