1- Halo 4 Spartan Ops Cinematics. I was in charge of the rigging, skinning and maintenance of all the 5 Spartans. They existed in 3 versions : Undersuit, Techsuit and with Armour (15 characters). I ve done the joint positioning for 2 of them, using and extending the in house autorig. Then I took care of the skinning, helper joints, extra modules for the face, hair. Extended some tools for pose based deformation. Armour system in Maya with Ik and constraints to avoid collisions.
2- Masters Project at BU : Implicit Skinning Implementation. I implemented in C++, OpenGL and QT different papers including the main reference from SIGGRAPH 2013 : R.Vaillant,et al.(2013). ‘Implicit skinning:real-time skin deformation with contact modeling’. A standalone program was created and obj sequences were exported for rendering. The program is multi-threaded.
3- Houdini City Generator. I created this OTL to quickly procedurally build nice looking cities. Controls include : downtown area, amount of gardens and types of buildings, floors, shape of the city, possibility to grow buildings on volumes, loading of maps, swapping of previs geo with high poly geo.
4- Spiderman Edge of Time Cinematics. I rigged the 2 main characters (Amazing Spiderman and Spiderman 2099). I've used normal skinning with extra modules for the neck, and the scapula anatomical deformation, push joints, corrective blendshapes. I ve used Comet pose Reader and integrated in the scripts we used in house to build the characters with one click. Full rigs of 3 other characters.
5- Hair Simulation. I implemented in C++ and OpenGL the Pixar paper : "Artistic simulation of curly hair" used in Brave.
6- Age Of Empires Online Trailer. I've done the rig for all the props of the trailer. Then I concentrated on quadruped rigging for the elephant, the horse and the camel of the second shot. I also done several shots of cloth simulation in Maya for the capes and the head covers.
7- Group Project at Bournemouth University. I came up with the main concept of the giant objects on the beach taking inspiration from an existing giant Deckchair. Did many FLIPS simulations in Houdini, created pipeline, HDAs for 5 assets, modeled the Bucket with UVs.
8- Aliens: Colonial marines trailers. I've done the rigs for 2 of the marines but during the production I actually took care of all of them, extending them with custom modules and fixing skinning. Added some PSD as well. Took care of the full rig for the Alien Queen, using an existing autorig provided by the Lead Marco Godinho. Developed from scratch the tail system that features IK, FK, and blendable dynamics.
9- Deferred Renderer. I created a simple deferred renderer in C++ and OpenGL to support diffuse, normal and specular maps, shadows. It features frustum culling.
10 - RSL shader. I created a procedural Renderman Shading Language shader for peanuts. Supports ageing effects and is quite customizable. Geometry is obtained by displacing a sphere.
11- Maya Still image. Render done in Maya and Mental Ray as part of an assigment on the theme of "Dynamism". Modelled procedurally strawberries with Python to randomize seeds and shape.
12- Skeleton Extraction. I implemented in C++ the first part of the paper : Skeleton Extraction by mesh contraction by Au et al. (SIGGRAPH 2008)