TECHNICAL WORK

Adobe: Hair Collection & Transfer

During my time as a 3D Artist Intern for Adobe’s research department, I was tasked with creating 50 different types of facial hair to be templated across multiple faces. To achieve this, I used Blender’s particle system to create the facial hair collection and Python to write pipeline scripts.

I wrote a script that took the templated hair and transferred the hair data onto various head shapes, types, and expressions. I then explored particles conversion and wrote complementary scripts to integrate my hair transfer work into the team’s current production pipeline. My research also included assessing the pre-existing hair library, troubleshooting hair penetration issues, and exploring further hair particle work.

My work as an intern gave me exposure to software and production systems that I’ve never worked with before. I quickly learned how to use Blender and understand how hair particle systems worked. I also learned how to use AWS and worked closely with the research scientists to help further develop their pipeline. Though I wasn’t making an animated production, I found that the work I did at Adobe research had some similarities to that of a pipeline TD. Overall, my internship was a great experience, and I hope to continue more technical work in the future.

My scripts and most of my work is protected due to intellectual property, but I received permission to share a few screenshots of my progress!


Bookshelf Builder

This is a simple bookshelf/asset builder in Maya Python. The script retrieves assets from a user-selected directory and distributes those assets on selected shelves via referencing. The pop-up UI allows for custom layout, such as spacing between assets and the probability of their occurrences. The script determines placement based on bounding box information of the shelves and referenced objects. In collaboration with Mark Melkumyan.