Nvidia - Running Boy Part - 2

Deep learning was used to generate realistic animations and transitions in this stylized demo for GTC 2018. Where a boy is helping a crashed ship full of robots return to their teleport pad...

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Myself: Landscape Materials / Texturing, CharacterShaderCreation/ SSS and cloth setup, Foliage, Vertex Painted Spaceship Damage Texture, Lighting, Skybox Creation with moving clouds
Artwork performed in collaboration with Gavriil Klimov, Gregor Kopka, Erin Zaneski, Pierre Fleau, Alen Vejzovic, Fred Hooper
See more work from Pierre here: https://www.artstation.com/artwork/zZ3b2

Initial Tree Models from UE4 Marketplace

This was an AI - Deep Learning project where mo-cap was used to capture initial animations and then Artificial Intellegence blended them together and created transitions/adjust speed simply based off of the mo-cap data it had and the collision/interaction with the environment.

Substance Designer Scorched Metal vertex painted on ship

Substance Designer Scorched Metal vertex painted on ship

Substance Designer Scorched Metal vertex painted on ship

Substance Designer Scorched Metal vertex painted on ship

Substance Designer Scorched Metal vertex painted on ship

Substance Designer Scorched Metal vertex painted on ship

Skybox painting and material setup for moving clouds

Skybox painting and material setup for moving clouds

SSS / Skin Detailing / Cloth Setup in UE4 (Erin Zaneski - Model and Texturing )

SSS / Skin Detailing / Cloth Setup in UE4 (Erin Zaneski - Model and Texturing )

SSS / Skin Detailing / Cloth Setup in UE4 (Erin Zaneski - Model and Texturing )

SSS / Skin Detailing / Cloth Setup in UE4 (Erin Zaneski - Model and Texturing )

SSS / Skin Detailing / Cloth Setup in UE4 (Erin Zaneski - Model and Texturing )

SSS / Skin Detailing / Cloth Setup in UE4 (Erin Zaneski - Model and Texturing )