Wirote Jintagoson - Tii's Motion Graphic Demo Reel

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  • WIROTE JINTAGOSON - Tii3D CG Artist

  • watch HD version: https://vimeo.com/42042232
  • For my Modeling+Texturing Demo Reel Breakdown shot list, please go to:
  • Scene Breakdown shot list:
  • Shot#1:
    This is the sketch design animation, I created for SCI Channel rebranding project for Nailgun*, Inc.
    The logo is polygonal modeling made by Maya
    . The rig is setup by Maya Blendshape technique.
    Texturing, lighting, animation and multi-passes rendering
    are also made by Maya and Mental Ray.
    The animation technique I used : Blendshape + displacement map texturing keyings, in order to achieve the look of mysterious organism material.
    Compositing and motion blur FX are produced by After Effect.
  • Shot#2:
    This is my personal experimental project I created for Digital Compositing class while I was studying at School of Visual Arts, NY.
    I started by shooting the footage at Time Square and eliminated the shaking hand-held by Shake.
    3D matchmoving is solved by Boujou and imported the camera data to continue working in Maya.
    The motorbike model is NURBS modeling made by Maya.
    Textured by using Mia Shader and multi-passes rendered are made by Maya and Mental Ray.
    Rigging is set by Maya expressions technique. Animating is made by Maya.
    The Blast FX (particle Dynamics) is made by Maya - After burn plugin.
    Thunder FX is created and animated by After Effect.
    Compositing, color correction, Ray Glow FX and motion blur FX are produced by Shake and Gen Arts plugin.
  • Shot#3:
    This is BCS project I participated when I worked with Nailgun*, Inc. as a 3D CG Modeler/generalist.
    The Typography was modeled by importing the .AI files to beveled 3D forming in Maya.
    Modeling, texturing, UV mapping and multi-passes rendering were made by Maya.
    The workflow was created by referencing the model assets to the Layout scene file for camera animation.
    Global illuminating was setup by using HDRI Image Based lighting in Maya.


  • Shot#4:
    This is NICKTOONS project, I participated when I worked with Nailgun*, Inc. as a 3D CG Modeler/generalist.
    The 3D Typography was modeled by Cinema 4D and imported to Maya for retopology model optimizing scene file process.
    Modeling, texturing, UV mapping and multi-passes rendering were made by Maya.
    Rigging setup by pivot hierarchy setup in Maya.
  • Shot#5:
    This is the scene from my Master thesis short film animation. 
    The moon was created by Maya fluid.
    The set and characters were modeled and textured by Maya and Photoshop.
    The floating sea shell was made by ZBrush.
    The characters were created by Maya and adding details in ZBrush.
    UV unwrapped by Roadkill plugin.
    Character and camera animations were made in Maya.
    Lighting setup and GI HDRI Image Based Lighting setup were created by Maya.
    Compositing, color correction, motion blur, transition and VDO editing were made by Shake and After Effect.
  • Shot#6:
    The is the scene from my Master thesis short film.
    The Snow werewolf was created by Maya and adding details in ZBrush.
    The fur was created by Joe Alter - Shave and a haircut plugin for Maya.
    UV unwrapped by Roadkill plugin.
    Textured were painted by Photoshop.
    Sonic boom FX was created by After Effect.
    Compositing, color correction, motion blur, transition and VDO editing were made by Shake and After Effect.
  • Shot#7:
  • Shot#8:
  • Shot#9:
    This is my heavy weight lifting animation assignment, I made for my character animation class.
    Rigging was setup by ABautorig MEL script.
    Character was modeled by Maya polygonal modeling.
    Textured was created by Photoshop.
    Character and camera animations were animated by Maya.
    Rendering by Maya Software render.
  • Shot#10:
  • Shot#11:
  • Résumé

    WIROTE JINTAGOSON [Tii]

    3D CG Modeler/Generalist
    250 Riverside Dr.• New York, NY 10025 • T: 415.707.9406• wirotii@gmail.com
    http://www.behance.net/wirotii/frame
    Education:
    2008-2010 School of Visual Arts, NY, USA –Master of Fine Art: 3D Computer Animation
    1996-2002 King Mongkut’s Institute of Technology Ladkrabang, Bangkok, Thailand – Bachelor of Architecture: Industrial Design(Automotive)
     
    Summary of Qualifications and software skills:
    Organic, Character & Hard surface Modeling
    ·      Have designed characters working from my own original concept sketches through to final rigged                        character with corrective blend-shapes.
    ·      Extensive backgrounds in Industrial Design illustration and knowledge of human anatomy.
    ·      Have built creatures, hard surface and characters inAutodesk Maya using both multi-patch NURBS                     modeling and Subdivision Surfaces.
    ·      Intermediate user of Joe Alter - Shave and Ahaircut in creating Fur character.
    ·      Comfortwith Hi-Polygon and Lo-Polygon modeling skills by ZBrush and Maya.
    ·      Experienced with 3Ds MAX for architectural modeling.
    ·      Expert manual prototype model maker for industrial design process.
    ·      Experienced with Rhinoceros 3D for IndustrialDesign CAD modeling.
    Texture Mapping
    ·      Expert user of Adobe Photoshop, can apply my traditional art skills to paint original realistic texture maps,          and also to manipulate and process digitized surfaces into custom maps.
    ·      Experienced with Roadkill UV for texturing complex creatures and characters.
    ·      Experienced at applying and adjusting custom color, displacement, bump, specularity and other types of            map using Maya and MentalRay.
    Digital Compositing
    ·      Experienced using Boujou and Apple Shakefor 3D match moving and integrating multi-pass 3D                          renderings into live-action/matte painting plates.
    ·      Comfort with GenArt plug-in for VFX compositing in Shake and After Effect.
    ·      Experiencedusing Final Cut for video editing.
    Technical Directing
    ·      Experienced Body Rig with abAutoRig MEL scriptand XSI – Face Robot rigging system for facial                          expression setup and cross-work to use as multiple blend-shapes for character setup in Maya.
    ·      Experienced with Maya Expression for vehicle rigging.
    ·      Understanding of digital simulations (ground explosion/tornado/cloth/fluid/soft-rigid body) including MAYA        particles and nCloth dynamic with MEL script and Expression.
    ·      Understanding of Mental Ray lighting and rendering with IBL - ImageBased Lighting both HDRI/LDRI,                Global Illumination, Final Gather in photorealistic scene and render optimizing.
    Animation
    ·      Experienced3D/2D animation by Maya/3Ds Max and After Effect/Flash.
    Graphic Design
    ·      Sophisticated drawing with compositing layers in Photoshopfor visual storyboarding and animatics.
    ·      Expert user of Adobe Illustrator and Photoshop to develop creative typography and digital illustration for          printing, packagingand motion designs.
    ·      Experienced digital multi-media book design with AdobeInDesign.
    Traditional Art
    ·      Excellent Character, vehicle and environmental design skills.
    ·      Experienced with comic illustration and painting.
    Personal attitude
    ·      Enjoys working in a team environment and working with directors.
    ·      Familiar with multi-tasking under high-pressure environment.
    ·      Passionate about animation and game industries; eager to learn and grow.
    Languages: Proficient in English and Thai.
     
    Work Experience: