-PROJECTS
Think of this as a blog-style page where I will post updates on personal projects.
I'm currently working on a project I call Window Killer which is a cutscene/short film I'm making in Unreal Engine 5
where I get to explore all kind of stuff from pre production work to in engine simulation.
The main focus is still the animation though since I'm an animator.
I'm looking forward to sharing more as I make progress on the project.
RIG SCRIPT - INSPIRED BY RICHAR LICOS ANIMATION SHERPA
Scripted rig inspired by Richard Licos Animation Sherpa. I've made this to be able to re-use the same rig on different characters and even apply on top of baked animation instead of spending a lot of time on making a new rig every time. I'm not a tech animator so I'm pretty proud of making this and I think it will make my personal work a lot more interesting with the added freedom that comes from this tool!
WINDOW KILLER - ANIMATIC
This is an animatic for a short film/portfolio piece I'm working on. 
To get to this stage I have created storyboards and recorded animation reference that I have used for the animatic as well to get more realistic movement. Sound is also done by me and recorded using my phone.
I'm planning on putting everything in Unreal Engine 5 and create a moody environment with cool lighting. You can see one of the characters I made for this in the project below.
WINDOW KILLER - 3D model made in blender
I'm not a modeller or 3D artist unless 3D animation counts but here's a project where I made a 3D model from scratch using blender and polycam.
The goal for this project was to learn how to make an original 3D character, both for myself to animate and also to understand and being able to create pipelines for 3D art.
Inspirations for this were Azusa Tojo, Alberto Mielgo and Sean Sevestre. They all have a doodly/painted look that I like and feels close to what I like to create while drawing.
I started off collecting reference material (should have added that in the video...) and then went on to make shapes as a reference for the proportions and what not. I sculpted the face and then did retopology even though I didn't need anything special for the look I was going for with painted/doodly textures but now I have a head I can modify for future characters. The clothes were pretty easy to create, I just box-modeled simple lowpoly clothes with the right edge flow and then subdivided them. Then came the hard part for me... I have never before made successful hair. I made the hair out of hair cards because I intend to put this character in a game engine later, it was tricky to get right but I'm pretty happy with how it came out all things considered. The shoes are actually just a 3D scan of my girlfriends shoe because I wanted to try that. I cleaned up the scan using Instant Meshes and that worked great for something quick!
Unreal Engine 4 locomotion state machine
I made this a while back when I was trying to learn how to make a locomotion state machine and I fell in love with what you can do with blend spaces. I'm most proud of the landing, you can both do a standing landing and a running one where the character kind of tripps! The animations were just made quickly to try out the locomotion and character model isn't finished but I'm still happy with the flow and how the character feels to control.
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