OTHER 3D WORK

I helped set up and run the mocap for Grimes' 2024 Cochella performance. Move.ai's real-time capture system was used in tandem with cloud processing the final selects for the video. We also used StretchSense Pro Fidelity gloves and Hand Engine to LiveLink

Another example of streaming real-time motion capture using Move.ai and Unreal Engine LiveLink. Two actors were recorded simultaneously

Custom image processing shader to mimic the one found in OBS Studio (made in Unreal Engine 4.27)

3D billboard made for Aristocrat Gaming. Was displayed on the strip on the Lidz LED wall (the grey area is the building w/o screens).

Rendering was done in Unreal Engine 5.2. The compositing and 2D to 3D transformation were done in After Effects.

Alpha-testing JangaFX GeoGen software.

Had some extra time one night and threw this together with some assets I was using in another project. I had the initial vision of mounting the camera to the drone body to show the turret, the other shots gave it a beginning and end.

I wrote a python script to extract spatial data from a DEM (heightmap) of Phobos to ensure my transform math was correct for another script that splits this into 6 cubic-projection heightmap tiles for using with Voxel Plugin in Unreal Engine

I wrote a python script to extract spatial data from a DEM (heightmap) of Phobos to ensure my transform math was correct for another script that splits this into 6 cubic-projection heightmap tiles for using with Voxel Plugin in Unreal Engine

Mars' moon Phobos, rendered with 70cm voxels in Unreal Engine 5.3 with Voxel Plugin

Mars' moon Phobos, rendered with 70cm voxels in Unreal Engine 5.3 with Voxel Plugin

I wrote a world generation subsystem in C++ for Unreal Engine that randomly generates rooms, culls intersecting rooms, then path-finds from the entry point (green) to the exit (red).

Then, in Unreal Engine 5.4, I used Voxel Plugin to perform a boolean operation on the voxel landscape.

Then, in Unreal Engine 5.4, I used Voxel Plugin to perform a boolean operation on the voxel landscape.

Underground example of the generated voxel "dungeon" test

Implementation of Virtual Heightfield Mesh (using RVTs) for landscape displacement and edge-blending in Unreal Engine 5.3

Mars Global DEM (heightmap), 200m/px resolution. Photoshop cannot properly display these images because they are signed integers that match real-world elevations (and thus contain negative values). I use GIS software to shift the values into uint16 range

Mars Global DEM (heightmap), 200m/px resolution. Photoshop cannot properly display these images because they are signed integers that match real-world elevations (and thus contain negative values). I use GIS software to shift the values into uint16 range

OTHER 3D WORK

An assortment of things I've worked on that don't need a dedicated project post