Cloth, Hair and Skin Simulation
As part of a team I was required to continue development of the hair and skin look and simulation rigs and scripts for digital doubles used in the bodyflight sequence.
I was also required to create hair, cloth and skin simulations for the digital double replacement of lead characters.
I was involved in the look development of digital doubles and required to light several of the shots.
I developed and integrated a suite of sequence pipeline tools and scripts to aid the management of the shot data as the shots were progressed
I continued the development of the dnShotBuild tool suite from 10,000 B.C. to allow XML templates to be created from inside the Maya environment.
© Christopher Kilshaw 2000