CONTACT:
Email: nrager20@student.scad.edu
LinkedIn: linkedin.com/pub/nicole-rager/7b/b2b/492

Shark & Fish:
My first time using particles in Houdini- specifically copy stamping. The whale shark's base mesh was modelled in Houdini and then sculpted and painted in Mudbox. I then animated a path for him to swim, animating his body movement with a lattice and simple expressions. The hard part was learning particles to make a swarm of fish to follow him. I referenced golden trevally fish that tend to swim around whale sharks at the Georgia Aquarium and massaged the particles to make a similar pattern. I then modelled the fish in the same way as the shark and copy-stamped them. It was rendered with Mantra.

Steamboy:
The goal was to recreate an real or fictional mechanical object and animate it using only expressions. I chose to recreate the monowheel from Katsuhiro Otomo's 2005 film "Steamboy." Modelling, shading, texturing, and lighting were all done in Houdini. The animation was accomplished using mostly using sine, cosine, and functions like random and noise.

Still Life:
This project is from my first time using Houdini, wherein I was to recreate a photograph of a still life I arranged. I referenced some classic still life arrangements and chose items that would be challenging yet doable for my first time in Houdini.

Toy Shop:
This scene is my very first 3D work done in Autodesk Maya for the Intro to Maya course. The concept was developed around grandfather of visual effects Georges Melies’s toy shop. Research, composition, and value sketches were done. Every model was made from polygon or NURBS primitives or from scratch. The models were then UV mapped, and the textures were photographed, painted, and put together in Photoshop. Finally, the scene was lit with Maya’s mental ray physical sun and sky with final gather.

Café et Gâteau:
The models and textures were obtained from free sources online, except for the plate and coffee texture which I created. The scene was lit using a three point lighting setup with ambient occlusion on the table and plates, and was rendered in Maya using mental ray.

We're Going Home
Illustration inspired by the aesthetics of films like "2001: A Space Odyssey" and "Moon." The piece and title is inspired by a track from the latter's score by Clint Mansell. Watercolor and Micron Pigma ink on paper mounted on wood panel.

Atlanta:
A tribute to the history of Atlanta and how it was shaped by the railroad and the Hartsfield-Jackson International Airport. It was primarily done for an Atlanta-based radio show, “Sidewalk Radio.” Graphite, colored pencil, and ink on wood panel.

Dead Man's Party:
Still life. Prismacolor pencil on illustration board.

Assassin Apprentice:
Costume based off of the assassin apprentices from the video game Assassin’s Creed: Brotherhood. Pattern drafted by draping. The grey trim was drawn in Photoshop, printed on fabric, and topsewn onto the jacket. The belts and bracers were cut, hand-tooled, and dyed from raw leather.

Zelda (Skyward Sword):
Costume of the character Zelda from the video game The Legend of Zelda: Skyward Sword. Dress altered from an existing pattern. Gold trim details and shawl’s sigil were cut individually and appliqued on. Gold belt assembled from wooden discs.

Sweet Raiden:
Based on a figure line parodying the character Raiden from the video game Metal Gear Solid 4: Guns of the Patriots. Bodysuit and gloves made of stretch matte vinyl, with the side pieces made from craft foam. Clear breastplates were cut from PETG sheets and heatformed. Chin piece made from air-dry clay and attached to a spandex hood. Wig was dyed, cut, and styled. Sword made from wood.

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