Cascadeur motion capture / Autodesk Maya / AI workflow exploring cinematic visualization beyond traditional playblasts. Corrective blend shapes, FACS based facial sculpting in Autodesk Maya and ZBrush, and AI assisted preview generation with OpenAI GPT, Mango, and Pear. Far from perfect, but already a compelling way to preview cinematic character work. Excited to see where the technology goes next

Here’s where I'm at with my facial expressions sculpted in Zbrush, animated in Maya. Getting the neck folds to animate procedurally.

Maya / Zbrush model from 2023. Nurbs to Polys

2022 part of a pitch

Made at BOND animated with Maya, rendered in Cinema 4d

Boot test from 2023

Made at Prologue in 2019. I was responsible for the Maya hair dreadlocks and I refined the face in Zbrush to match the game character more closely.