VICTOR NISA - ARTIST
Hi! I am Victor Nisa, 3D artist and animator. During the first half of the development process, my job was to model 3D props. During one of the milestones, I was in charge of the Environment Scrum, so I experienced the hardships of leading a small grup of people from different departments. I was also in charge of the MOCAP animations, which was an incredible experience that taught me a lot about 3D animation. Throughout the process of developing the project, I've learned to work with a relatively big team, managing different work pipelines and practicing the scrum methodology. This subject has meant a lot to my personal growth, as it is a small glipse at what a real work environment entails.
PROJECT CONTRIBUTION
Initial Props
For the first delivery, I was in charge of modelling a destructible prop. It ended up being rather simple, so on my free time I modelled Mando's sniper. The rest of the class ended up liking the model, so it was implemented into the game.
First Environment Props
I modelled the first iterations of the environment walls and floors, and created its textures according to the pipeline.
Renaming and Resizing of the Environment Props
During my time as Scrum Master, I tried to unify all the props' sizes and names, creating naming conventions for models and textures.
First Environment Blockouts
I created the first couple blockouts, and modelled room-specific props for the designers creating the rest of the blockouts.
Sarlacc Model and Animation
The Sarlacc, a living environmental trap, was created thanks to the help of Fran Guerrero, who gave me model simplification tips, and Miquel Quintana, who painted the texture.
Blurrg and IG-11 Animations
One important part of my job this project was helping other busy members with their tasks. An example of it was the creation of some enemies animations, and skin weight polishing.
Enemy Weapon Models
I created the Sandstorm Trooper's signature carbine and IG-11's rocket launcher for its second encounter.
MOCAP Animations
My job was to adapt the animations recorded during the MOCAP session to our Mando model using MAYA. This task consisted of selecting which takes were more appropriate, fixing small bugs, finding possible loops and making them proper loops.
Torso - Legs System Animations
Added joints to Mando in order to separate the torso from the legs, in order to save a lot of time to the programming team.
Mando Skin Weights and Animation Fixes
An error caused some joints to break and the skin weights were reset. Taking advantage of our hardships, I decided to improve the skin weights, making them even better than before the errors arose.