Sketch | Feature Film
Director: Seth Worley
My role: Character Development, Look Development, modeling, prototype rigging, motion studies, lighting, and rendering
As Lead 3D Artist on the indie feature Sketch, I joined early in post to build a CG creature language on a tiny budget with a small team of about 7–8 people. The story follows a girl whose chalk-and-crayon notebook monsters fall into a magic pond and come to life; our task was to develop the characters to read as hand-drawn yet fully 3D and believable, integrated into live action. For each character, I handled modeling and look-dev, authored custom shaders that mimicked crayon and chalk with real volume, prototyped rigs, and produced natural-light test renders and integration comps for director Seth to approve. Once all the characters were developed into working assets, we moved on to complete all 60 animated shots with Dave, the large blue flagship character. For this phase, I set up an Alembic C4D↔Maya pipeline so specialist rigging and animation could run in Maya while I managed scene interchange, iterations, version control, and shot lighting in C4D, then delivered AOV passes (shadows, reflections, mattes) to our Nuke compositor, Scott Winston. The completion of all the Dave shots helped Seth communicate his creative vision, which successfully secured additional funding. This allowed larger studios to complete the remaining character animation shots using the assets and look-dev I helped establish. All the Dave shots our small team made early in the process remain in the film. See breakdowns below.