Luc Cote - 3D Character Artist/ Generalist
MetaHuman - Annoyed Elder Millenial
Kimahri Statue Photogrammetry/Lidar Scan - First Pass in Real Time Substance Stager
Metahuman Creator - Using Standard Animations
I have been working with the Quixel MetaHuman Creator early access and have some decent results. Very easy and intuitive, not to mention groundbreaking (at least the creation part before the export process). Here are some basic quick captures of a character I have been working on. He started out as a preset but I have blended him with at least 7 other presets of significantly different varieties. I recommend anyone to check it out, even non game folk. Its easy enough to get you hooked, I promise. I will update when I have a little more fine tuning!
Project WOTO - KMMIE - Facial Scanning Tech
Here is the tech we were working on for Depth Analysis at KMMIE. It shows the old heads we were working with on L.A. Noire, and what we where we were going with them in real time for Project WOTO.
All of the modeling, unwrapping, sculpting, mapping, and blending work was done by myself. The Depth Analysis work was done by Scott Mcmillan, and the incredible pipeline and tools work by Hamish McKenzie. We used the original scan data is from Depth Analysis, using a line from L.A. Noire by the actor Bob Clendenning.
In L.A. Noire all of the makeup and face textures had to be scanned in, which required all of the texture work to be finalized on the scanning end. With this new tech, we moved all of that responsibility to the character artist, who was then allowed to do any texturing required, from makeup to gunshot wounds. And the biggest advantage was being able to put a realistic talking head, connected to a game mesh (which we couldn't do in L.A. Noire). No more hiding neck seams behind collar attire. With this new method we were able to get perfect real time facial animations using realistic in game budgets.
L.A. Noire - Team Bondi - Rockstar Games
This project was my first jump out of freelance, and the beginning of my four and a half years in Sydney, Australia. I was able to work with an amazing crew and some incredible new technology, and we developed a title that sold nearly 5 million copies.
As a Character Artist, I was responsible for modeling, sculpting, texturing, skinning, and creating custom rigs for in game characters. I oversaw the main character, many principle characters, and a large amount of npc's.
Project WOTO - KMMIE - Warner Bros.
Team Bondi became KMMIE in August 2011, when George Miller showed interest in a game development studio, and partnered up with Brendan McNamara. The remaining members of Team Bondi formed the KMMIE crew, and we began development on our last project, WOTO. This game was set in Shanghai during the 1930's, during a revolutionary time with an incredible cross culture environment.
Happy Feet Two - Dr.D (Warner Brothers)
I was a Character Finaller for this project on its final months of production, during Team Bondi's transition to KMMIE. The Character Finaling Team corrected animation errors and strange deformities in the models in each shot, using specific Dr.D pipeline tools and corrective blend shapes.
Old Showreel - 2008
My original personal work demo reel, last updated in 2008.