Part of the small but vigorous rigging team to assist in the completion of Ant-Man for performing cloth simulation. Responsible for simulating Ant-Man's in superhero suit for the shirt and pants. Also involved in refining the silhouette of the hero and underlying colliding geometry to maintain better musculature shape as required by certain shots. Other duties include rigging for TV commercial and R&D on a new hair simulation pipeline for the new show.
Crowds Artist
DreamWorks Animation
August 2010 - September 2014
Glendale, CA
Responsible for placing and determining crowd behavior for background characters. Additional collision dynamics is added per shot when crowd agents are interacting with their environment. All motion cycles are hand animated and being applied to the secondary characters in the scene. Proprietary tools are used to generate and tweaking the crowd behavior accordingly to adhere to the art direction from the Animation Supervisor, Art Director or Visual Effects Supervisor.
Worked in Madagascar 3(2012) for a huge super circus crowd scene where it involves thousands of crowds. The complexity of these shots is the sheer number of the circus audience in the tent. Multiple crowd assets were broken down within the sequence in order to facilitate the feasibility for it to be simulated and rendered.
Worked in Puss in Boots(2011) for sequences where involved huge cheering crowds whenever hero characters appear in the scene. Also choreographed and determined for placements of cat crowd in the final cat dancing/credit sequence.
Worked in Kung Fu Panda 2(2011) for final battle sequence between the wolf army and the heroes, and the final destruction scenes when multiple boats were hit by canons deflected by Po. Most notably, in the final battle sequence, not only it involved complex behavioral crowd simulation; it also required dynamic collision simulation for some of the crowds. Dynamic collision simulation was needed whenever the crowd agents were either hit by the incredible martial art force generated by the martial art heroes or plain inter-colliding force when multiple ships are colliding and piling up together.
Cloth/Hair TD
Sony Pictures Imageworks
October 2009 - December 2009
Using Imageworks' proprietary hair tools in Maya to simulate the desired hair effects for the CG animals. Additional works include using special tool to clean up any hair/object penetration.
Tech Animation TD
Rhythm & Hues Studios
February 2008 - November 2009
Responsible to simulate all the character related dynamics, such as muscle, fat, skin, fur, hair and cloth with Rhythm and Hues' proprietary software, Voodoo. Other duties for this position include resolving any character deformation issues, rig customization and animation clean-up.
3D Generalist (freelance)
Sight Effects
January 2008 - January 2008
Responsible in modeling, Z-Brushing, rigging, animating, particle simulating and rendering shots for a stylized promotional 3D animated short for Prada. In-charged of improving deformation of the character musculature.
Tech Animation TD
Rhythm & Hues Studios
June 2007 - October 2007
Responsible to create all the character related dynamics, such as fur, muscle and cloth with Rhythm and Hues' proprietary software, Voodoo.
Assistant Facilities Manager
Savannah College of Art and Design
November 2006 - June 2007
Primarily managing the workstudy students and the overall check-in and out operations of video equipment in the cage. Other duties include maintaining the functionality of our new motion capture room for the college.
3D Artist
Roland House, Inc.
July 2001 - November 2003
Producing 3D animation and graphics for various cable networks such as Discovery Channel, National Geographic Channel and A&E. Involved in every aspect of the production from conception to final execution of the 3D projects. Specialize in modeling, texturing, dynamics simulation and character animation.