Planet B | Technical Project Description
Role: Solo 3D Generalist (Pipeline Architect & Technical Animator)
Pipeline: Blender → Unity HDRP→ After Effects
1. Technical Animation & Asset Integration
Character Pipeline: Executed primary character animations in Blender, utilizing a hybrid export workflow of Alembic (.abc) for complex mesh deformations and FBX for skeletal data to ensure engine stability.
Custom Technical Art: Designed and modeled the hero mask and integrated custom decals for the VR-model interface.
UI/HUD Design: Developed the interactive watch UI and animations within Blender, ensuring visual parity with the character’s aesthetic.
2. Scene Architecture & Real-Time Environment
Engine: Unity HDRP (High Definition Render Pipeline).
Environment Design: Orchestrated full-scale scene assembly using a curated library of industry-standard assets, focusing on modular placement and optimized draw calls.
Cinematic Lighting: Implemented a "Hero-Centric" lighting setup, utilizing volumetric fog and real-time water shaders to create a cohesive atmospheric narrative.
Dynamic Textures: Integrated high-fidelity billboard animations authored in After Effects as dynamic textures within Unity to enhance environmental storytelling.
3. Final Look-Dev & Compositing
Post-Process: Real-time renders from Unity HDRP were processed through a final compositing pipeline in After Effects for precision color grading and atmospheric depth.
Finishing: Final assembly and sound architecture completed in Premiere Pro, utilizing a layered audio design to ground the 3D visuals.