Rigging | Animation | Render
Unity / Unreal
SENSORIUM
3D-animator (2022 – 2023)
Rigging, Skinning, 3D animation
Retarget, Mimics
Maya, Unity
The company is developing the VR metaverse and its companion mobile application.
I was the first animator at the mobile department. So, I acted as a universal animator:
- I created a pipeline and a rig recipe for avatars. Made an optimized rig for the skeleton and facial expressions. Since there were a lot of dances in the project, I set up twist joints in Unity. The facial expressions were made on morphs + a skeleton for the jaw and eyes for the LOD versions.
- Made rig, made loop positioning requirements for the modeler.
- I did optimised skinning with limited resources: weight for only 2-3 vertices.
- Made animations of facial expressions, idle, movement.
- Wrote simple scripts in MEL Maya to optimize work for other animators (attach/reattach bones, optimise bones and morphs, export objects to fbx).
- Cleaned and finalized dance and tricking animations received from the mocap studio.
- Set up the humanoid, hair and clothing physics in Unity.
Dou Dou Games
Lead motion-designer (2020 – 2022)
Rigging, Skinning, 2D and 3D animation,
Direction, Art-leading, Render
Spine 2D, Maya, Adobe After Effects
The company made hyper casual mobile games.
The company wanted to improve the quality of ad creatives. I did both: creatives by my own hands and also have experience in management and conducting master classes for a small team as a lead:
- I taught how to do mesh and skinning correctly, because of what the quality of animations was grown,
- Learned the team to work with animation in Maya, and we made several 3D creatives,
- I improved the quality of the creatives by adding more background and location animations.
- improved communication between the art and animators department by building clearer rules of creating source files
Modum Lab
Lead 3D-animator (2016 – 2020)
rigging, skinning, animation, mimics
3Ds Max, Maya, Unity
The company created VR simulators in various educational areas.
I was the first animator in the company and therefore came up with a pipeline for avatars. Firstly it was 3ds max CAT, and then I moved all the avatars to Maya, since it was more convenient to work with curves there. We used exclusively keyframe animation, whereby I improved and cultivated the sense of weight, dynamics and quality of hand animation. Also it gives me a vision of character geometry topology.
PR Films
Video-designer (2013 – 2016)
3D modeling, 2D and 3D animation, FX, render
3Ds Max, Maya, Adobe After Effects
The company was engaged in the development of b2b CG videos for exhibitions.
Firstly I came as a trainee and made some simple 3D assets. Then my passion for animation was noticed and after a couple of years I was allowed to make animations.
Mostly I worked in 3ds max and After Effects.
ABOUT ME
I have more than 10 years of experience, so I know and understand the whole cycle of creating a 3D character: from modeling and rigging to skinning, animation and importing into the game engine.
Also, because of my CG experience, I understand rendering and creating the final picture.
Two times I created a pipeline for using 3D characters in Unity.
This year I started to create my own pet projects made in Unreal 5.