Maya | Unity 5 | Zbrush | Substance Painter | Knald | Xnormal
>> Responsible for Modeling, Texturing, rigging, animation, shading, layout and real-time lighting.
This is a VR music experience using Microsoft Mixed Reality Capture technology to bring face-to-face interaction with photorealistic holographs of Max Frost who sings and plays multiple instruments simultaneously in an immersive, underwater environment. This was a result of R&D I did with Retro Future room for VR where we tested both Microsoft Mixed Reality Capture Technology and prototyping the user experience we designed.
I was a lead 3D Artist on this project and responsible for coming up with concept of the whole environment, level layout design and adding particles and enhancing various aesthetic elements including lighting, color correcting, tweaking particles, adjusting animation timing and post camera effects.
2017
Maya | Marvelous Designer | Arnold Renderer | Nuke
>> Responsible for Modeling, Texturing, shading, lighting, and compositing
Morning Delight is describing one of my favorite moment of the day, a breakfast hour. I tried to capture the raw beauty of everyday life. In this project, I wanted to study Arnold renderer's shading and lighting workflow.
All Shading, lighting and compositing is done by me and I did modeling and texturing of Chair, Table, Coffee, Plate and Tablecloth.
Additional models and textures are from Evermotion and CG Trade.
2016
Maya | Unity 5 | Zbrush | Substance Painter | Knald | Xnormal
>> Responsible for Modeling, Texturing, rigging, animation, shading, layout and real-time lighting.
This is a tech demo environment for "Withdrawal VR", a VR music video experience. I worked as a lead 3D Artist at Viacom Next, part of Viacom in New York City. I was a lead artist designed the overall concept of the experience and collaborated with the team to implement scripts from the lead engineer to the main scene and managing the experience flow in Unity.
We went to two phase of development where we made the tech demo for R&D purposes in 2016 and started to develope the main experience in 2017.
The goal of this R&D phase was to have volumetric-captured musicians in the room cohesively and without any frame rate issue. The captures were made before the establishing experience so we had to run through multiple iterations. This environment was created for proof-of-concept experience and became the foundation for the initial experience we released publicly at Microsoft Build conference.
2016
Maya | Unity 5 | Zbrush | Substance Painter | Knald | Photoshop
>> Responsible for Modeling, Texturing, rigging, animation
I worked on Smash Party VR as a VR Technical Artist at Viacom Next, part of Viacom in New York City.
Smash Party is an intense, hilarious new Virtual Reality party game developed by Viacom NEXT and Titmouse for the HTC Vive. The free Smash Party game is bringing Titmouse’s infamous Smash Party to homes across the world, where people can safely satisfy their innate desire for destruction. In Smash Party, players can smash a variety of familiar objects from toilets to plates to televisions, surrounded by a virtual crowd cheering their every move. Compete with your friends for bragging rights to see who can cause the most property damage and climb the High Score charts.
2016
Maya | V-Ray | Nuke | Mari | Zbrush | Photoshop | Marvelous Designer | Fume FX
>> Responsible for Modeling, Rigging, Animation, Simulation, Shading, Lighting, and Compositing.
Flame is an upcoming short animated film that I produced at School of Visual Arts as for my MFA Computer Art thesis.
Inspired by the myth of the Divine Bell of the King Seongdeok (in which a king casts a human child into a metal bell in order to produce a beautiful sound), Flame is an animated short centering on a desperate queen on the verge of losing her kingdom. In a hopeful attempt to salvage her realm, she summons a god of destruction, making a supreme sacrifice in the process, resulting in an unintended and tragic consequence.
I wanted to challenge myself on all aspects of techniques for 3D animation so tried several new software in the process. I had lot of fun learning Mari, Nuke, Marvelous Designer and Fume FX. I also had some time to study Vray and Zbrush thoroughly as well. Animation is done by combination of Motion Capture using Perception Neuron and Hand-key animation.
I did all of the rigging, simulation, shading, lighting, rendering, compositing and major part of modeling and animation.
2016
Photoshop | Illustrator
I worked on Chocolate VR as a Graphic Designer designing the title logo and the official poster at Viacom Next, part of Viacom in New York City.
Chocolate VR is a VR music video experience for the song Chocolate by Giraffage sets you in a cat-centric world of sparkling, colorful chrome with a tribe of people doing a ritualistic dance just for you, their robot god, to provide them with their precious resource, cute lil' chrome kitties. Chocolate will be available the first half of this year for the HTC Vive and Oculus Rift.
2016
Maya | V-Ray | Boujou | After Effects
>> Responsible for Modeling, Shading, Lighting, and Compositing.
Servo is a short science fiction film about the relationship between a bored man and a defective housekeeping robot with human emotions.
I did all of the shading, lighting, rendering, compositing and some minor parts of modeling and animating.
2012
Illustrator | After Effects | Quartz Composer | VDMX | Mad Mapper | Graphic Design | Coding
“Play Motion” is an interactive projection mapping project using Microsoft’s Kinect and Quartz Composer. It was designed to play specific musical notes when a person puts his or her hands on the virtual keyboard space.
I was in charge of creating concepts and designing the art assets such as UIs and effects. Aside from artwork, I did research and tested various methods to connect Kinect, Quartz Composer, and Mad Mapper. I also wrote some codes in quartz composer as shown in the picture below.
2012
Photoshop | Illustrator | After Effects | Premiere
These are the graphic design works I have done. Clients includes Nexon, a leading game company in Korea famous for Maple Story and much more. I was a freelance graphic designer for Mobile team responsible for designing advertisement asset for their mobile application "Nexon Play" and Coex Aquarium which is one of biggest aquarium in Korea.