Here is a scene from my upcoming short movie using characters and assets from the Unreal Marketplace. I created this short to master Unreal. It has been quite a journey, lots of research, figuring things out, and redoing, but I have learned a lot so far.

It was a blast collaborating with such a talented team of artists for the Master Valorant project from Riot Games along with the amazing creative directors from Massive Assembly, Eugene Art Seo and Jason Yeh. I contributed to the creation and development of the four 3d environmental sequences in the promo (after the 2d transition) from conception to delivery. The initial character rigging, character poses, animation, and environment were done in Maya as well as the cloth that surrounds the character, Omen. The explosion element for the character, Raze, and knife trail for the character, Jet, I created using Maya paint fx and ZBrush. All were textured in Substance Painter and transferred to Unreal Engine 4.26 where I lighted and rendered the four full shots for the sequence adding smoke and amber particles . The Omen's sequence is definitely my favorite. Congratulations to all who contributed to this dynamic and visually stimulating promo.

This animated sequence is part of a short/music video I am creating, and directing with the use of assets from the Unreal Marketplace. 

 

The purpose of this project is twofold: to create dynamic imagery and to continue testing all the Unreal Engine features to its full potential all while having fun--which I am.

Character design development, personal project rendered in UNREAL 4.26

Having been a huge fan of Unreal for some time now, I finally decided to test it for myself. Here is a shot I created from an animated feature film idea I had a couple years ago called 5051: SAVING MOBY and THE PHANTOM OF LIFE. This is still a work in progress, but my plan is to create a trailer/teaser to get investors interested. Working on simple shots like this with Maya and one computer would have taken me several days if not weeks to render. Plus, I would have spent months modeling rocks. Using Unreal 4, Unreal Megascans,and still just one computer, it took me under 20 minutes to render 1,300 frames at 3k, final image, plus 4 passes. That is just crazy insane. Plus the fact that there is an amazing collection of models, environments, and mocap animations available on the Unreal Market. This is an incredible time for visual storytellers. Unreal is giving independent creators like me the ability to create visual sequences that are dynamic and stimulating at a production speed that blows your mind. I will continue to hone my skills with Unreal. I look forward to more projects using Unreal. Thank you Unreal. You rock!!!

This is a mock BMW commercial I created in order to experiment with the rigacar plugin from David Gayerie’s DigiCreatures (so curious about this plugin, and it did not disappoint) along with the incredible Unreal software.  Animated on Blender, and then transferred to Unreal using  the rigacar plugin. 

 

Learned so much, and I am looking forward to my next test/project. 

 

I also had fun creating the music track for this.