Kibble — Final Material and Shader (all aspects)
created with Substance Painter/Designer, Maya, RenderMan, XGen Archives, and Nuke
Kibble — Update Breakdown
In 2020, I took part in the Summer Industry Course offered by the Visualization department, which is an intensive summer course led by industry professionals. After the Summer Industry Course finished, I decided to render one of our frames in 4k out of curiosity. I suppose I just wasn't prepared for how much more I was going to see, but it was enough to make me want to revisit a couple of areas that I felt I could improve.
Those few improvements ended up turning into a 6-week side project that I completed in my spare time alongside my Fall semester classes, and this video shows the result of my updates. This short was a blast to work on, and the Summer Industry Course, followed by this mini adventure, is one of my most valuable learning experiences.
Kibble — Early Concept Art
Kibble Still — Shot 1
Bowl, Wall Surfacing/Modeling by Elijah Silvestre
Kibble Still — Shot 2
Bowl Surfacing/Modeling by Elijah Silvestre
Character Rig by Nick Cropper
Posed by Jake Johnson
Kibble Still — Shot 3
Credits Sequence Still — 1
Bowl, Brick, Can, Wall Surfacing by Elijah Silvestre
Credits Sequence Still — 2
Character Rig by Nick Cropper
Posed by Jake Johnson
Credits Sequence Still — 3
Credits Sequence Still — 4
(Bone Surfacing by Elijah Silvestre)
Credits Sequence Still — 5
Kibble Character Look Dev
Kibble Look Dev Guide
(written for student that was creating gingerbread)