Timeline
14 Weeks, 2024
‍
‍Role
Solo Artist: Animation & Rigging β€’ Modeling β€’ VFX
‍
‍Project Medium
Maya, ZBrush, Substance Painter, Unity, Arnold Renderer
‍
For a 3-month project at Carnegie Mellon University, a group of 6 professionals designed a driving experience that encourages slower speeds and careful maneuvering by using the newly acquired simulation equipment (Logitech G Pro Racing) with driver’s seat, steering wheel, and monitor.
Project Blog: https://projects.etc.cmu.edu/deliberide/
β€’ Animated Environment: I sculpted, modeled, rigged, and animated a human heart that served as environment.
β€’ Layout environment and Visual Effects in Unity
‍
β€’ Rig and animated NPCs (white blood cells and virus) and their VFX in Unity

Heart Rig

Animated Heart as Game Environment

Game Trailor

Heart Valves Collides With the Vehicle

White Blood Cell Rig

- Created the rig and animation in Maya.
- Crafted VFX in Unity

‍
‍

3 States In Game: White Blood Cell and Virus

Attack

‍
‍
Under Controlled

‍
‍
Alerted

‍
‍

Problem Solving:
Animate the heart interior while keeping the heart complete

Version 1 - Closed Heart
Having thoroughly studied the anatomy of the human heart, including its internal structure and the motion of its heartbeat, I meticulously modeled the basic structure in Maya.

Version 2 - Cut-open Heart
To animate the interior while keeping the heart as a whole, I cut the front part of the bottom 2 chambers while making it able to fit back perfectly.

This cut is designed to be the right size and place to ensure that all chambers and parts that need to be animated can be reached.
‍

Heart Rig

Heart Topology

Problem Solving: Animate the interior of the heart while keeping the heart structure complete

Having thoroughly studied the anatomy of the human heart, including its internal structure and the motion of its heartbeat, I meticulously modeled the basic structure in Maya.

To animate the interior while keeping the heart as a whole, I cut the front part of the bottom 2 chambers while making it able to fit back perfectly.

This cut is designed to be the right size and place to ensure that all chambers and parts that need to be animated can be reached.
Then I sculpted details in ZBrush, then retopologized in Maya.
‍
Textured in Substance Painter by baking the high-poly sculpt onto the retopologized low-poly model.

Following that, I rigged and animated the asset in Maya. Ultimately, it was integrated into Unity, where it serves as the environment for a micro-vehicle to navigate within the heart.