Tom Clancy’s: The Division Heartland.
I have worked for over a year as a Rigger at Steamroller Animation, a 3D animation studio in Orlando, on the AAA video game “Tom Clancy’s: The Division Heartland”. My main role involved skinning over 10 characters, ensuring precise and high-quality deformations. I collaborated closely with the client to resolve technical issues and optimize character performance. This project has been pivotal in strengthening my rigging skills for AAA video games.
FORNITE GLIDERS:
I worked on rigging several Gliders for the popular video game Fortnite. My main responsibility was to create the necessary rigs for each Glider to perform the required animations. During this project, I learned to generate rigs optimized for import into engines like Unreal Engine. While I can only showcase two published rigs, I worked on several additional Gliders as part of my training.
I maintained constant communication with the animation team to ensure the rigs had the necessary functions and allowed for comfortable deformation for the animators. This project was an excellent introduction to the professional world, teaching me what types of rigs work best for AAA video games.
SNOW SAILER
AERIAL ACROBAT
Facial Rig with Blend Shape Deformation
I developed an advanced facial rig to achieve realistic deformations, allowing natural expressions with dynamic wrinkles. I combined multiple BlendShapes and applied corrective shapes to create a wide range of facial expressions. This project was an opportunity to explore realism and enhance my rigging skills, offering a significant contrast to my previous work in cartoon styles.
Custom Picker by Code (Phyton)
Roller Dervy:
Body Rig, Skining and Correctives.
Dragon Kimo: Modeling & Topology, Rigging, Skining and Correctives.
Fiona: Body And Facial Rig, Skining and Correctives.
I developed a facial rig for the character Fiona using joints, NURBS, and deformers such as blendShapes. This rig is designed to handle a wide range of facial expressions, including extreme poses, thanks to advanced corrective work.
I incorporated several functions into the rig to maximize animator comfort, facilitating the creation of detailed and natural animations. Additionally, I worked on the skin to ensure aesthetically pleasing deformation that maintains the character’s stylized look, ensuring that expressions appear attractive and consistent with the original design.