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Me in a Nutshell - Look Development

"Me in a Nutshell" is a SCAD 2026 3D Animated Capstone Film. I was the look development lead on the film responsible for overseeing texturing, and developed the shaders for the film in Blender while helping to develop the technical pipeline for the film.

Poster

Poster

Various Image Stills

Various Image Stills

Me - Responsible for textures and shaders. Model by Sophie Beeson.

Me with his Nutshell - Responsible for textures and shaders. Model by Sophie Beeson.

Bee- Responsible for textures, shaders, and groom. Model by Allie Carson.

Bear - Responsible for textures and shaders. Groom and model by Allie Carson.

Bird - Responsible for normal map painting and shaders. Model, base color textures by Allie Carson and model by Josh Gates.

Bird - Responsible for normal map painting and shaders. Model, base color textures by Allie Carson and model by Josh Gates.

All characters. Frog model and textures by Allie Carson.

All characters. Frog model and textures by Allie Carson.

Car - Responsible for normal map painting and shaders. Base color textures by Elena Krasteva and model by Josh Gates.

Car - Responsible for normal map painting and shaders. Base color textures by Elena Krasteva and model by Josh Gates.

Various environment assets. Models by Allie Carson and Sophie Beeson.

Various environment assets. Models by Allie Carson and Sophie Beeson.

Timelapse Tree - Models by Sophie Beeson. Responsible for set dressing and some textures with Elena Krasteva.

Timelapse Tree - Models by Sophie Beeson. Responsible for set dressing and some textures with Elena Krasteva.

Revelation Tree - Responsible for set dressing. Model and textures by Caitlyn Moore. Presented with shader layers, starting from basic card clumps to normals to faked bounce lighting to shadows toggled off for a blended look.

Revelation Tree - Responsible for set dressing. Model and textures by Caitlyn Moore. Presented with shader layers, starting from basic card clumps to normals to faked bounce lighting to shadows toggled off for a blended look.

Procedural water shader using dynamic paint to create ripples off of contacted geometry.

Grass system. Created the shader using the foliage shader as a template and created the collision system using dynamic weight painting and particle systems of cards with grass alphas.

Viewport layout using a level of detail (LOD) approach. For the faraway grass I used Gscatter and alpha cards with large clumps of grass.

Viewport layout using a level of detail (LOD) approach. For the faraway grass I used Gscatter and alpha cards with large clumps of grass.

Passes for 1 scene layout. Viewport vs unlit vs lit vs final comp