Personal Work
Programs used: Blender, Photoshop
Piglet Seasons series
​
This series began with the spring version. It started getting colder and rainier, the project i was working on at the time was nearing its' end so i wanted to create a happy carefree animation of some piglets frolicking in a flowery field. I'd recently seen some beautiful pictures of a forest in Nagano, Japan with lush grass, bright lilies, and filled with birch trees.
​
A couple of years later, I wanted to revisit this little scene, and decided to make different versions for each season. My goal was to create a distinct atmosphere and colour scheme for each image, as well as develop a little storyline.
​
On a cool spring morning, the piglets first meet. They're friendly towards one another but a bit apprehensive.
During a summer afternoon, they playfully chase after butterflies together.
Autumn evening, the piglets have a game of hide and seek together.
During a cold winter night, the piglets snuggle up and fall asleep together.
​
​
​
As is pretty much always the case with projects you haven't touched in a while, there were some adjustments I wanted to make which lead to a slight discrepancy in the style. I decided to try out a new technique I'd discovered which consists of painting over normal maps to create a highly stylized look. I used this on both the pigs and the trees. For the trees, I simply baked the normals, then applied a filter in photoshop to create this brushy look. The piglets normals were originally filtered the same way, though I opted to handpaint certain areas to get the exact look i wanted.
​
The flowers in the summer version were made semi-procedurally using geometry nodes in Blender (the stems, amounts of flowers per plant, and leaves were procedural; the actual flowers were modeled manually to save time)
​​
A short clip showing the way the painted normals interact with lighting, as well as an image showing what the normals look like.
​

The base node setup used for all the shaders in this series.
By using the shader to RGB node, I was able to use individual lights for the pigs and the trees, giving me more control over the overall look.
Programs used: Blender, Photoshop
​
I textured this character by creating a physical wax pastel rendition of him, then projection mapping this in 3D, then cleaned up the rougher parts. Rendered in Eevee, to make the shadows and rim lights pop.
​
​
Programs used: Blender, Photoshop, Premiere
The song used is The Wellerman by The Longest Johns
​
For this character, I created 2 versions of each texture
(or procedural texture, in the hair's case): a blue version and a pink version.
By using the Shader to RGB node, I could plug the pink versions into the "shadows" and the blue version into the lit areas, creating a highly stylized look.
Programs used: Blender, Photoshop
​
In order to exaggerate the rim light on the pants and make the railing more cartoony, I added a "Shader to RGB" node to their shaders, which allowed me to have more control over the shadows. This is also what allowed me to add the striped shadows to the railing.
For the wind VFX, I modeled a large tube around the character, and gave it a shader using stretched out moving noise textures to make these lines.
In order to really push the wide lens effect, I deformed the legs so that the front leg is is much bigger than the back leg. You can see this very clearly in the 3rd slide.
​
Programs used: Blender, Photoshop, Premiere
​
Porch Swing Days - slower by Kevin MacLeod
Link: https://incompetech.filmmusic.io/song/4234-porch-swing-days---slower
License: https://filmmusic.io/standard-license
​
To create a simple stylized look, I animated the flowers using a wave modifier instead of physics (only the grass is affected by wind). In order to keep the watercolor look of the grass intact, I projected a painted shadow onto the ground and parented this shadow to an empty that is in turn parented to the frolicking pig's rig.
Programs used: Blender, Photoshop
Character design by Ian Worthington
​
For this portrait, I wanted to try my hand at a more realistic style (mostly because I wanted to mess around with hair grooming).
Programs used: Blender, Photoshop
Character design by Ian Worthington
​
For this portrait, I wanted to try my hand at a more realistic style (mostly because I wanted to mess around with hair grooming). I set up a procedural system for the stitches on the bow and hat ribbon to practice using blender's geometry nodes.
Programs used: Blender
Character design by Ivàn Serrano López
​
In order to match my 3D rendition with the original concept art made by Ivàn Serrano López, I had to manually adjust the normals (using the abNormal addon) to get the shadows where I wanted them. You can see what a difference this makes for the final look when comparing the render with the unedited normals to the final version.

