I'm a Computer Graphics Generalist with a primary interest in Blender and Rigging. I like to use blender because the UI and design makes it easy to find lots of solutions to basically any 3D problem.
This trimester I studied professional workflow practices in rigging for Blender and Maya.
Contact: Benedict.Cavanough@gmail.com
For a game I am presently working on, I created a pair of masks and characters that will suit as a baseline world filling character. Working in the low poly style is an interestin process.
I made a total of 6 rigs this trimester, above are three and below are two models I downloaded for rigging.
An animation I created as part of my Rapid Production, using Blender.
An animedley clip I made with another animator for this trimester. Wian Du Toit did the 2D animation for it while I focused on the 3D aspects of the background, pink character and Fluid Simulation. I've included an earlier version where the fluid simulation would essentially become corrupted partway through.
The character in Gorgo and The Chips, and how her controls work.
The Character Sussy Bu, from Animedley. Also, features how her controls work.
An Alien pirate I modeled rigged and textured for the game students, using designs by Priyanka Mawson as a guide.
A chicken I designed, sculpted, retopologized, all in blender.
I tried to challenge myself a little with this character by running through the entire process of making it in the same Blender file, so it's initial sketches were done with grease pencil, then I did the materials using Blender's own systems.
Using the Unreal Engine, I create a small interactive environment.
As a proof of concept, I also created a small campsite environment in unreal.
A short animation I did for Animedley, using an environment I made in unreal, and a metahuman.
A short animation made with a group that inflated a little out of scope. It was made with the unreal engine. The name is a reference to our group's name, which was randomly generated as "Pizza County"
The project was made in unreal, with an iterative blockout/refining process.
Using the unreal engine, I combined animations of a walkcycle, and a throw, then tied it into a series of controls to play the animation.
I also used the various blueprint editors for the engine to make the character spawn a bottle from their hand, the second it leaves their hand.
A rig for a character I produced this trimester. I made a few experimental features, like a toggle between a normal bending arm, and a spline-like arm bend, and the eyelids having a shrink-wrap to the eyeballs that makes them consistently touch.
A pbr-ified pokemon I modeled and rigged a while ago in Blender.