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.
troy.m.williams@gmail.com
+1 515.974.9425
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.
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.
Final article in my three part graduate series, this particular feature will focus on my third graduate piece the French Cafe. (You can visit my Graduate image…
This article is sort of a primer on my experience thus far with Vray and its varied intricacies. Based on my knowledge currently I would also like to…
A continuation of my previous article, this particular feature will focus on my second graduate piece the Character Bust. (You can visit my Graduate image gallery by…
Animation lighting, as we all know doing lighting is much more complex when there are objects in motion rather than static as my graduate specific pieces were. So…
Welcome to the new improved website for your favorite friend, colleague and confidant, Troy Williams! This feat was achieved in no small part from the criticism and technical…