by Erik | Oct 10, 2021 | WWE
I worked with the rest of the tech art team to transfer assets, tools, and workflows from 3d Studio Max to Maya. I aided in writing tools to retarget/plot all animation from old rig to new ones. We also worked together to change the animation pipeline from being...
by Erik | Oct 10, 2021 | Bureau
Created, revised, and supported roughly 60 rigs for weapons, vehicles, characters bodies, facial rigs, and destructible objects Created the Asset Browser to help animators and modelers quickly locate the most current version of a character, weapon, prop,...
by Erik | Oct 21, 2019 | M3
Asset Template Tool This is a starting point for creating new asset packages for internal and external artists that creates the starting files in properly named and structured maya, photoshop, dds, ires, fbx files and bundles the reference material in the starting...
by Erik | Sep 26, 2019 | M3
Skin Tools Save and load skin deformer weight xml files that have the skin cluster settings additionally stored. Quick setting options for common skinning ( to head, to eye joints, body skeleton,...
by Erik | Sep 26, 2019 | M3
Max to Maya Snappers developed and created the initial facial rig, face rig picker, and facial dx11 shader working closely with the 2K Czech group. I came on board Hangar 13 Novato as that was being finalized. I was there during the migration of the facial rig from...
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