Portfolio
Below are examples of some of John's personal latest modelling and animation work.
These are all created using Maya for the modelling, rigging and animation, Substance painter for the material, texture work. ​
Deer and the Werewolf​​
This was created to delve into rendering characters and animation in Unreal engine 5. John wanted to try out making fur in Maya Xgen and exporting it to UE5 using Alembic Caches. Also it was used to test exporting characters and animation from Maya to UE5.
Werewolf intro demo
Werewolf model
​Knight Templar In engine model and cycles
​
​
​Knight Templar Ascension
​This was created in Maya and was hand keyframed, no motion capture or Ai was used.
First time using Chaos Cloth in Unreal Engine for cloth simulation and it was rendered in Unreal Engine 5.
​


Count Orlock Nosferatu Part 01
This is Johns attempt at creating Count Orlock from the 1922 film "Nosferatu:A symphony of Horror" with added touches! Maya,Unreal Engine 5 were used for this.
Count Orlock Nosferatu Part 02
More scenes of Orlock from the 1922 film "Nosferatu:A symphony of Horror"
Maya,Unreal Engine 5
Boxing club Manager (freelance contract work)
​
This is some of the work John did on Boxing Club Manager in Unity3d Engine, it involved creating the models, texturing, rigging, Hand keyed animation and editing motion capture.
Pipkin.
This little fella is Pipkin, John originally created him a while ago for a mobile app he works on now and then, He put him on the back burner. While using UE5 he decided to dig the model out and make some improvements, exported him to Unreal. The hat is using Unreal cloth and the hair is strand based, created in Maya Xgen and exported using Alembic cache
Ephemeral short form animation
​
This is a short film that John made on his own for completing his MA in animation.
It was made in a very short amount of time using Maya.