❀ Showreel ❀

Rotate  the  model

This is Scarlet Rosette, a project where I created a character from start to finish. Beginning with concept art and continuing through texturing, rigging, animation, and finally producing a cinematic.



The main goal of this project was to demonstrate my knowledge across these disciplines and showcase my understanding of how they connect. I’ve always believed that understanding each other’s work is just as important as communication when working in a team.



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⏣ Breakdown ⏣

Modelling

Maya

For this character, I decided to go straight into modeling instead of sculpting. As a Technical Animator, modeling is part of the additional work I take on, which meant that i needed to be extra efficient in my workflow. With the help of the concept art, I was still able to achieve a strong result without needing to retopologize afterward.

Texturing

Photoshop

For Scarlet, I chose to create a hand-painted texture inspired by World of Warcraft. I have always wanted to develop my own style when it comes to texturing, and for this project I used Photoshop to paint and project textures directly in Maya while working.

Rigging

Maya

This is a wing rig I created for Scarlet Rosette. The goal was to design a mechanical rig that captures both the structured movement of a mechanical wing and the natural flow of an organic one.

Node Scripting

Maya

The technical side of this project focuses on the logic I built in the node editor. Here, I created a node network using vector math and Maya nodes to define the system’s behavior. By combining built-in math nodes with IK handles, I was able to create a wing that clamps based on its position. As shown, the wing maintains its structure and does not stretch, even when the controller is moved far away.

Custom Attributes

Maya

The rig includes custom attributes driven by set-driven keys, allowing for greater flexibility and control during animation. As an animator myself, I find it much more creative to work with defined attributes that can be combined in different ways, giving more freedom to explore a wide range of movements.

Mocap Cleanup

Motionbuilder + Maya

Some of the animations were created using motion capture with Xsens. The data was first brought into MotionBuilder for initial cleanup, and then refined further in Maya. Here is an example of the HandFling animation.