Refining Third-Party plugins and assets

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Integrating Third-Party tools is sometimes a daunting task, but is a necessary part of every project.  Most come with their own issues and constraints, usually requiring reparenting, texture repacking, LOD fixing and other tedious tasks.

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River Splines with no refraction capabilities, Ultra Dynamic Sky's black splotch bug in the clouds, exposing cinematic variables to sequencer and getting blend shapes working with old fur plugins are among some of the past works I've needed to finalize for previz shows.

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Blueprinting

Characters, Tools, Third-Party Assets and Optimization