Dynamic 3D Generalist and Technical Artist with 6.5 years of overall experience and expertise in creature and character rigging, honed and self developed. Proven ability to enhance production pipelines and elevate client satisfaction through advanced techniques in Unreal Engine and motion capture technology. Strong collaborator and problem-solver, dedicated to delivering high-quality visual experiences.
Markerless Facial Motion Capture Hardware and Softwares Solution for facial performance capture, Real Time Streaming in Unreal Engine (Connecting to a MetaHuman Through Live Link) for Real Time Facial Animation.
Also Worked as a Creature and Character Rigging Artist Primary using Maya Software and Advanced Skeleton plugin.
Creature and Character Rigging Expertise
Mesh to MetaHuman
MetaHuman Animator
MetaPipe (Custom MetaHuman Creation)
Experience with Chaos Cloth Simulation in Unreal Engine 5
Experienced with Unreal Engine 5
Expertise in motion capture Technology
Proficient in Xsens motion capture technology
Experience with StretchSense glove systems
Experience with HMC stereo facial motion capture system
Experience in virtual production
Experience with Wrap 3D
Experience with Zwrap (Zbrush)
3D CGI artist
Proficient in Autodesk Maya
Proficient in advanced rigging techniques
Teamwork and collaboration
Problem-solving
Proficient in technical skills
Arena Digital Master Class
Arena Digital Master Class