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
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 help from my brother Chris Williams a scholar and gentleman, stand up and take a bow let everyone see you. As well as a good friend Pat Switzer, who with his amazing love for video editing helped me stitch together video and audio, which was a lot of fun it turns out, who knew?
Some of the new improvements you will notice (if you happened to visit my old boring inadequately updated website) a new professional project link at the top, this is of course divided up by recent projects worked on. Inevitably I hope to divide them into sub categories showing off particular assets that I have worked on. I actually have some available for Thor and Captain America right now however have not compiled the turntables in order to upload them on the website.
Of course, there still remains the standard links, like the resume page, contact me page, as well as the CG links. But there is an overall improved feeling and design. As an added bonus there is a certain beauty in the simplicity of its look. I was going for ease of use in the end, to make it less of a chore to navigate. I hope you enjoy the new aesthetic, I certainly do.
Last but not least you may have noticed when you came to the home page that the video embedded in the home page is a Flash version of my show reel. Fresh off the press and served up ready to view. This was the icing to the cake, the final piece to the puzzle. Something I am proud to have been a part of. I plan on incorporating a hypertext link to an ipad safe version of the video that does not use flash for you apple fans.
Take a load off, stay a while.
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 gallery by clicking the menu link or the link supplied in this article.)
The idea was to emulate daylight conditions and then simulate night time conditions inside the composition as there was no direct reference to utilize for the shot representing night lighting. Most reference was sampled from various other images that depicted a potential night scenario similar to the current environment. The scene geometry is actually extremely simplistic, but was complex enough to supply the necessary forms to capture contour detail and highlights.
The biggest challenge here was to visually stimulate a mood or a sort of thought of having been at that location. The daytime scene was rather cut and dry, emulating reality through a lens with physically accurate materials and proper settings via Mental Ray proved rather straight forward.
The night time render proved to be rather fun than aggravating. The lamps were utilized to great effect in order to achieve the look. Taking into account off camera light and other interactions one would expect from a realistic situation I began to fill space off screen with streetlamps so they would emit back into the camera lens.
In order to light the scene accurately I utilized baked Final Gather and Global Illumination maps to control the lighting. This was done on a duplicate version of the original geometry with a basic form of the current shaders as a test bed for lighting color, quality and control. Once all the proper settings had been tested and were certified good for the scene I reverted back to the original shaded environment and baked out all necessary maps.
Even though the final render felt nice it was missing some post process work I felt would really make the night render stand out. I decided to take it into Nuke and add some simple processing based on luminance values mostly in order to get a foggy haze kind of appeal. As well, I decided to give the lamps some additional lens processing to make the environment feel moody and humid.
At the end of the project it had become a race to recreate the night scene before the deadline. In retrospect there are several things I would have changed about the way I approached this work. But, it was ultimately worth the effort.
Model Credit : Joel Durham
This first article is a 3 part harmony about my work in the professional world, post graduate. This is merely a memoir of various projects I have been a part of including the studios I have worked for.
The very first job I had received outside of school was through Pendulum Studios located in San Diego California. The initial job was UDK cinematic work in conjunction with a video game development house by the name of Propaganda Games. Pendulum provided the turn key solution start to finish for cinematic scenes in the game.
My particular role in this endeavor was scene setup and character lighting as well as rendering and some pre-compositing work (to check output). After all animation and assets had been cached out and exported we brought all of these individual elements into Unreal and applied the exported animation. Then based on the camera would setup lighting.
In all honesty the process seemed a tad bit convoluted to achieve the final product. But when it came time to render it was merely executing proprietary tools to output a sequence of images so that we could run some post composite work on it. The unreal editor had the limitation of 8bit images so it was light composite work, nothing extreme. The client was also very concerned about it matching the quality of the in game assets. So as a whole we had very little wiggle room to provide awe inspiring results.
I do believe however the animation speaks for itself. This was the primary contribution to the cinematic scenes. Tons of talented individuals animated these scenes James Jones, Matt Cambell, Kaitlyn Peplow, Jimm Pegan, Jae Park, Mike Goode, Chip Carle, to those I missed, let me know so I can add you!
To my good friend and colleague who worked on rendering and lighting right along side me Jason Yacalis, game engine aficionado and all around wonderful guy, you rocked.
Red Faction Armageddon. Video game cinematic sequence work.
I am extremely proud of this project. Not only was it my second project out in the professional realm it was enormous in scope. We worked closely with Volition Games to work on cinematic scenes inside Red Faction Armageddon which was recently released at the beginning of E3. I actually was fortunate enough to be able to go to E3 and meet some of the other team members from Volition. As a personal notation I have to say Volition is awesome, not only are the people we worked with directly amazing, they make great games.
Our initial turn key solution at Pendulum Studios focused on using in game captures, but inevitably there was a decision to shift the entire pipeline to a pre-rendered process. Which is a little more at home with regards to established pipelines at Pendulum.
My main function on this piece was actually rather robust. I started out with character shading, then into environment shading and lighting and finally into shot setup, character lighting and rendering. Practically most of the characters you see had look development done by me. Hale, Darius, Winters, Red Faction soldiers, cultists. There was a combined effort from me and William Schithius (who I worked side by side with in shading environments and lighting assets and characters for this project, as well as being a awesome MEL guru). Initial asset upresing was done by Pat Switzer and Gina Adimova.
During this phase of the operation we had gone in and setup environments for shading, lighting and rendering by matching the source provided by Volition via the current game build. After animation caching had been accomplished and assets were ready for importation. We would go through and create a final render setup with all corrected scenes and begin the lighting of the characters.
Having been my first production work utilizing the pre-render pipeline at Pendulum, it had become apparent there were some serious technical issues with Maya. There were a lot of hurdles with nested referencing, which I had never used as the complexity of work established at school never required it. Having gotten to this particular point in the pipeline we had run into some very trying issues. One of the main ones was light linking. Just thinking about it makes me uncomfortable but I sat down with William and we were able to figure things out from a technical standpoint and using MEL he coded up a quick method of fixing this terminal complication. The other proprietary tools we had to remedy this were broken, severely. So I took the night and decided to breakdown the process of cleanup so I could discuss fixing it with William the next morning then we could implement a fix as soon as possible.
As soon as some of the kinks were worked out we were able to simply move forward and get work done. There were times when things ran smoothly, there were however other times when things went horribly wrong. We worked hard at fixing our problems to end up at a point were we could enjoy lighting scenes and setting up renders for compositing. We proceeded progressively based on the producer's shot priority inside of our shotgun toolset, but there were obvious hurdles to overcome to maintain our projected deadline.
Other than focusing our efforts on aesthetics we would stay around the studio to ensure that our final output had come out correctly. If things needed to be fixed we were always within arms reach to come and fix things.
One of the most back breaking projects I have worked on, but as well on of the most enjoyable for the payoff. In the end it was nice to go to E3 and see some of the Volition guys and hear that they liked the cinematic scenes a lot.
Thor: God of Thunder pre-rendered trailer for the video game, one of the most challenging pieces we had to work on at Pendulum. On top of doing certain things like ice and emulating Winters Casket via the movie reference. Our time constrains were pretty horrible. As a whole the ideal was to shoot for a new level of quality when it came to rendering.
My particular focus on this job was shader development primarily concerning skin (which I am very very happy with, take a bow Thor you look gorgeous), environment lighting and character lighting. I worked on the look for the majority of characters you see in the Trailer minus Ulik and Surtur. Initially I started out with creating the Skin shader for Thor from which we would transpose to all other characters. Most other shaders that were developed initially were created for the character Heimdall. Once that base was created it was quickly emulated across the majority of other characters with relative ease. Establishing a good parent model helped to make this transition relatively painless.
Once most of the characters work had been completed I shifted focus to environment lighting and shader development. I worked primarily on the Rainbow Bridge, Healing room and Ymir Lair environments. As well as character lighting in those respective environments.
After a bit I was switched to do ice shader development as well as Casket recreation. With some of the rendering time constrains we were facing my ice development was adjusted by Mike Mccormick to work within our time frame.
Late nights and continued reinvention of our process helped to refine our final output. With such a short time to output this Trailer I have to say I needed to take a nap, for several days I definitely needed some R&R.
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…
Red Faction Armageddon. Video game cinematic sequence work. I am extremely proud of this project. Not only was it my second project out in the professional realm…
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…
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…