troygbiv

A few words about me

Motivated CG artist with particular focus on Lighting, Materials, Texturing, Hard Surface Modeling and UV work. Direct experience with Mental Ray host application rendering and render diagnostics as well as texturing/post composite work using Nuke and Photoshop. Below are a few of my skills and a few links to get in contact with me.

-Skills-

90Autodesk Maya
90Mental Ray
70VRay
65Pixelogic zBrush
55Foundry Nuke
45Body Paint 3D
95Adobe Photoshop
95Windows
75Mac
50Linux

Say HELLO

  • G Mail

    troy.m.williams@gmail.com

  • Call Me

    +1 515.974.9425

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Captain America

Thursday, 23 June 2011 23:27

Captain America: Super Soldier pre-rendered CG Trailer for the game, I loved this project, our team was very dedicated to make this even better than Thor. The only downside was since we had made transitions for rendering we were working off less brute force rendering. Scenes had to be perfect first time which provided a complication since our tools had broken and caused complications when setting up render scenes, it was like digging through a haystack for the issue.

 

My main role was character shader development, environment shading and lighting and character lighting. I had so much fun working on these characters. I also was a primary gateway for verifying asset work from UV work to Texturing to ensure a smooth transition to shader development.

 

Captain America Gallery

 

 

During downtime I had been given the soldiers to texture. I started with the Shotty character to establish the look that would work across all other soldier type characters. I worked on simultaneously shading the character as I finalized the textures. Once this was complete I oversaw additional texture work for soldier variations. Which included weapons or accessories.

 

From that point on I focused on shading all of the other characters, Captain America, Baron Von Strucker, Dugan, Bucky, Tank, Red Skull as well as the other characters you see in the Trailer.

 

Having that done I created the light rig for the wilderness environment including the fire light. Then shifted focus to the interior sequence with Red Skull, Strucker and Arnim Zola. I started by shading and lighting the environment setting it up for the camera shots. As soon as that was finished I integrated the characters and created their light rigs and rendered out the sequence for comp.

 

I really enjoyed working on this. It had come all together at E3 when I had a chance to see the work our team had been involved with on a big screen at the Sega booth.

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