Oodles Unlimited
This project consisted of 2 parts. The first was a trailer using the clients 2D trailer as a basis for the 3D trailer and second was an eleven part animation featuring the character of Joey.
Both projects I was responsible as Creative Director and as a 3D Generalist as needed. The trailer I worked on initial lighting, rigging cleanup and weighting, shader networks (which the client chose not to go with a subsurface scattering effect on the skin), modeling of Joey (in green) and Orbie (the bug - simple look), render setup, all inorganic modeling/texturing, Shave-and-a-Haircut render setup, frog sequence including rigging, animation, and water animation and all technical hurdles and scheduling/tracking of all assets, artists, and renders. This project was not meant to have animation just stills in 3D but changed to animated characters at last second. Certain things seem like errors such as the dog and the fence in the 3rd image from the bottom but that was what the client was looking for.
Joey's eleven part animation, I was responsible for changing Joey's look including shader network, model changes, and modeling of hair. I modeled/textured all prop/background assets (including Realflow water in shot 8) and created all storyboards based on what the client wanted to see. I created a basic light rig and rerigged Joey (as all characters on previous trailer were meant to be static and we needed basic rigs at last minute) and did some animation but was primarily responsible for lip syncing after blendshapes were created. I, also, was responsible for all creative decisions (that needed to be decided in-house) along with technical hurdles and scheduling/tracking of all assets, artists, and renders.