Hi, I'm Desmond!
I love studying CS and engineering, and also enjoy spending my time creating art and animation.
Completing last year at UCLA; graduating June 2024 with B.S. in Computer Science.
Expecting to begin M.S. in Computer Science in September 2024, with specialization in Graphics and Vision.
Tool Scripts in Python
3-Point Studio Lighting Script for Maya
I wrote this python script because I wanted a hassle-free way to quickly generate a three-point lighting set-up in Maya to render my models.
The script utilizes the PyMEL command library to generate and modify objects in the Maya scene, along with PySide2 to create the dockable UI.
Features
- Add a studio-style curved backdrop polyPlane with adjustable color.
- Add a camera with adjustable focal-length.
- Add key, fill, and back lights with adjustable intensity and color. The visibility of each light can also be toggled on and off.
Manually Rigging a Character in Maya
The Warrior
This is a personal project I undertook to practice character rigging in Maya.
Process:
- Modeled and UV-mapped the warrior character in Blender.
- Imported to Maya, then created a joint heirarchy "skeleton" with specific naming conventions and careful attention to joint orientation.
- Created a system of user-friendly controls (ie. meaningful colors and shapes), using a variety of constraints (ie. parent, point, pole-vector) to attach the controls to the rig. This included both FK and IK systems for the arms, along with a control to quickly switch between the two.
3D Modeling & Texture Painting in Blender
The Cybernetic Ronin
Last Spring, I joined a student-led game development project as the character modeler. We completed a working isometric game level within a 6-month time constraint. My role included modeling and texturing the player character in Blender, from my teammate's concept illustrations. I also modeled a mini-boss samurai.
Process:
- Started by modeling a human base-mesh with game-ready topology (quads only!). This seemed like a simpler workflow than sculpting and retopologizing.
- Added the character details (eg. cloak, mechanical arm and leg) by modifying the base mesh and modeling additional meshes.
- UV-unwrapped all the meshes to minimize visible seams and stretching in the texture.
- Texture-painted the character within Blender. (This probably took longer than it should have because I was using a mouse)
Sculpting and Retopologizing a Face
Since my ronin model is wearing a mask, I also feel obligated to show some examples of my work sculpting and retopologizing a head in Blender.
Production Design in Unreal Engine
The Swamp
I designed and animated this film-set in Unreal Engine 5 for a course in Virtual Production. I modeled the boat in Maya myself; the trees, foliage, and other prop assets were imported from Quixel Megascans and online.
I manually UV-unwrapped the boat mesh in Maya to minimize distortion and to keep the wood grain direction consistent. Then I textured the model in Substance Painter, exporting the base color, normals, and ambient occulusion.