Pim Hendriks
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Please note that everything below this divider is several years old.

[Breakdown] Wrapped (2015)

[Breakdown] Miniature Town (2014)

Team assignment for my study program, Visual Art - International Game Architecture & Design, at NHTV Breda - International Academy of Digital Entertainment. Team member: Niek van Gorp.
Solo assignment for my study program, Visual Art - International Game Architecture & Design, at NHTV Breda - International Academy of Digital Entertainment.

[Previs] Perpetuum Mobile (2014)

[Nuke] Compositing techniques (2014)

Simple proof of concept. Story-boarding & matte painting.
An advanced compositing tutorial by Doug Hogan for Digital Tutors.

[Houdini] Great War Trench System (2013)

[Maya] Character Rigging (2013)

Procedural modeling project for college featuring a systemic approach to the creation of trenches. Research into the subject is supported by a document, Scribd'd on the right.
Simple rig projects for college.

Features:
* Advanced spine rig
* IK/FK switches
* Dynamic constraints
* Set driven keys

 [Game] Datagate (2013)

[Reel] 2012 college collection (2012)

Client oriented project, illustrated using a static scene, in order to display the capabilities of Arauna 2, a path tracer coded by Jacco Bikker.
A selection of college projects that were finished between the summer of 2012 and the end of that year.

Features:
* Basic rigging & animation

* Modeling / Sculpting
* Texturing / Shading

[Vray] Marty's Girl (2013)

[Unreal] Mountain Village (Concept) (2013)

Team assignment for my study program in which I took part as Environment Lead.
A world building (blocking) assignment for college. Influence is 'The Emperor's New Groove'. Team member: Frederik Plucinski

[Marmoset] Red Skull (2012)

[Maya] Hand Anatomy (2010)

A game ready approach to Marvel's villain character, Red Skull.​
The muscles and tendons are built using NURBS surfaces. The bones are polygonal and 3D scanned.
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