Hello, my name is Wuchen Li, a graduate game development student who just completed his Master of Entertainment Arts & Engineering degree with an emphasis in Technical Art from the University of Utah.
MAUI (On Steam Now)
Maui is our Master's project, on which I was mainly responsible for the character design and animation (character concept: Erica Larson). Here I am showing some of the basic animation loops that we are using for the game. I modeled, textured, rigged and animated the main character - Maui.
Steam Page: Click Here
Steam Page: Click Here
The facial animation of Maui is driven by code. The blinking consists of 4 images, which are played in the sequence of 1,2,3,4,3,2,1. In order to get the animation played on the character rig in Unity, I created a simple C# script to swap the eye mesh textures at 24fps, the time between blinking is a random number within a range.
The Fire Hydrant
I modeled the fire hydrant in Maya and painted the textures(Diffuse, Specular, Bump) in Mudbox.
The Animation Script
Bouncing Ball & Pendulum is a PyMEL script that generates key frame animations based on user inputs. As one of the greatest animators, Grim Natwick said, animation is all in the timing and in the spacing. This script calculates all the timing and spacing using physics formulas, such as the free fall formula and the pendulum period formula.
The Pivot Joint Script
The pivot joint script was made for a mobile game called ChainReaction, which is currently under development. The game is about protecting the planet from falling debris/satellites by shooting them down and causing chain reactions to destroy more. The planets consist of small hexagonal shells, however the shells' local space pivots are poorly oriented and you won't get desired result when dealing with translation or explosion FX. The script will sample each of the vertices on the shell and select the one at the geometry center, then create two joints based on the normal vector of that vertex, eventually bind the shell to the joint.
Simulation to Bone Animation Script
I created this script to convert Maya nCloth simulation to bone animation, so that it can be used in game engine that doesn't support simulation such as Unity (Large Joint count might have a hit on the performance).
Texture Switching Shader
A fun weekend Unity shader project to create a special effect when switching textures on an object. I modeled the low poly shotgun (concept: hunterkiller on Deviant Art) and wrote the shader in ShaderLab and Cg, I also created a simple C# script to animate the switching and the fresnel reflection, as well as taking input from the keyboard to trigger the animation. The fresnel reflection is only intended for highlighting the object and the frequency can be changed through the Pulse Rate slider in the script menu.
Texture Splatting Based Terrain Shader
Another fun weekend project to create a terrain shader that blends different elements across a single surface.
The Old Man
The Old man is a personal project, through which I'd like to become more proficient in 3D character pipeline (character concept: Kyle T. Webster).