_Welcome
Hello my name is David Neilson Smith and I am a Concept, Character and Environment Artist. I have worked in the games and simulation industries since 2009. On this site you will be able to see a range of professional and personal projects that I have either made from scratch or have contributed to.
Previous Showreels
Drilling Systems
• Building realistically textured models from technical drawings using
3DSMax, Mudbox, Photoshop and DraftSight.
• Mechanical Rigging and Databasing in 3dsMax, Multi-Gen Creator and Remo3D.
• Texturing in Photoshop and Mudbox.
• Creating Maxscripts to streamline steps in the production pipeline.
• Creating Front-end Graphics and UI elements using Photoshop and Illustrator.
• Developing new workflows to enhance Lighting, Animation and Particles Effects in the
Tempest Engine.
• Converting and Testing new assets in the Tempest Engine using proprietary tools
Current CV
Showcases and Exercises
Giganotosaurus
_
Modelling, Rigging and Animation Test.
Contribution: Modelling, Texturing, Rigging, Animation and Rendering. Animation Controls used: Joints, Set Driven Keys, FK, IK, Stretchy IK, Skin Weigh Painting, Clusters, Blend shapes. Special features: 1) Maya's Dynamic particles are used to drive the tail animation. 2) miss_fast_skin Shader was used for Sub Surface Scattering on the skin, tongue and teeth. |
iPhone Game "Wilable"
_Freelance project:
Contribution: 1) R&D polycounts and rigging limitations. 2) Main Character modelling, texturing rigging and animation. "WildABLE is a the perfect game for the kid that wants to be able to roam around and become an animal! We current support the ability to fly like an Eagle, swim like a fish, or gather nuts like a squirrel! All of this in an amazing environment that has night, day and random rain effects. If you want to explore and become one with nature, WildABLE is perfect for you!", dailyappshow on Dec 27, 2011 YouTube "WildABLE iPad App Review - DailyAppShow" |
_3D Modeling Artist - Dartmouth College, Computer Science, Graphics Lab.
_Dartmouth College, Hanover, NH 03755 USA
www.dartmouth.edu/home
Research project focusing on improving the user experience of professional 3D modellers. I am one of the 3D modellers that took a series of modelling tasks and provided feedback. For each task in Maya a script recorded all of my modelling processes and commands.
Dartmouth College have developed a prototype software called 'MeshFlow' using data from Blender. 'MeshFlow' is an interactive system for visualizing mesh construction sequences. They will now improve the software with the data collected from Maya.
_
www.dartmouth.edu/home
Research project focusing on improving the user experience of professional 3D modellers. I am one of the 3D modellers that took a series of modelling tasks and provided feedback. For each task in Maya a script recorded all of my modelling processes and commands.
Dartmouth College have developed a prototype software called 'MeshFlow' using data from Blender. 'MeshFlow' is an interactive system for visualizing mesh construction sequences. They will now improve the software with the data collected from Maya.
_
Speed Sculpts and WIPs
Base mesh head
-Started from a ZBrush Sphere.
-Added edge loops in ZBrush.