
For A Christmas Carol, I was primarily responsible for blend shape creation, animated displacement map creation, and facial modeling. It was a collaborative effort by our small team of facial modelers, so no one character was handled completely by one modeler. Every facial modeler had the opportunity to do blend shapes for every character. I utilized mudbox for the facial blend shape and animated displacement map creation. Both Maya and Mudbox were used for facial modeling. The shots below showcase a few of the blend shapes that I personally worked on.






With Bully Scholarship Edition, I was primarily responsible for bringing assets created for the Playstation 2 version of Bully to the next generation of consoles and PC. 3dsmax and Zbrush were used to create normal maps and high resolution geometry for the characters. Photoshop was used for texuring. Care had to be given not to change the flavor of the characters throughout this process.



