• Home
  • By Asset Type
  • Reel
  • More Work
  • Resumé
  • About

Hayyim Sanchez : CG Texture Artist

  • Home
  • By Asset Type
  • Reel
  • More Work
  • Resumé
  • About
I developed the main character Dubois.
I developed the main character Dubois.

I was tasked with working with the Production Designer and CG supervisor to create the skin, clothing and hair for this main character. 

I created the 'Wet Dubios' materials.
I created the 'Wet Dubios' materials.

I created alternative versions of the hair geometry and materials in order to get the look of freshly wetted hair.  I also created the material for the wet version of her uniform.

I created the 'Wet Dubois' materials.
I created the 'Wet Dubois' materials.

I created the wet version of Dubois' hair and clothing. 

I developed the Character Dubois.
I developed the Character Dubois.

I was tasked with working with the Production Designer and CG supervisor to create the skin, clothing and hair for this main character. 

I developed the character Dubois.
I developed the character Dubois.

I also created the lipstick applied material for this shot. I was tasked with working with the Production Designer and CG supervisor to create the skin, clothing and hair for this main character.  

I developed the look of Dubois.
I developed the look of Dubois.

I was tasked with working with the Production Designer and CG supervisor to create the skin, clothing and hair for this main character. 

I developed the look of these main characters.
I developed the look of these main characters.

I was tasked with working with the Production Designer and CG supervisor to create the skin, clothing and hair for these main characters

. 

I developed the look of the Animal Control team.
I developed the look of the Animal Control team.

I was tasked with working with the Production Designer and CG supervisor to create the skin, clothing and hair for these main characters. 

I developed the look of these main characters.
I developed the look of these main characters.

I was tasked with working with the Production Designer and CG supervisor to create the skin, clothing and hair for these main characters. 

I developed the skin and hair of these characters.
I developed the skin and hair of these characters.

I was tasked with working with the Production Designer and CG supervisor to create the skin, clothing and hair for these main characters. 

Nice close up of animal control character.
Nice close up of animal control character.

I created all of his hair, clothing, and skin.  I also created materials and masks in order to achiever the running mascara effect.

I surfaced his skin, hair and clothing.
I surfaced his skin, hair and clothing.

Nice close up of one of our villains.

I surfaced his funny foot.
I surfaced his funny foot.
I surfaced his leg too.
I surfaced his leg too.

I needed to create a before and after version in order to achieve the band aid removal effect.

I created the Clown version of Marty.
I created the Clown version of Marty.

I created the hair look and material as well as the clown paint materials and fur.

Afro circus!
Afro circus!
Created clown wigs for the cast.
Created clown wigs for the cast.
Nice close up of generic  character.
Nice close up of generic character.

All his various traits such at hair style, facial hair, brow length are instantly assignable in the shader.

I lead the generic character skin team
I lead the generic character skin team

We created a highly complex generic skin system in order to provide the film an amazing number of options when creating "extras".  This included options such as race, age, eye color, hair color, make up levels, facial hair, eyebrow size and many other customizations. 

Nice look at generic variety.
Nice look at generic variety.

All these characters are possible with only 6 different body/head meshes. All the variety is thanks to the modular skin/hair shader and clothing system.

 

created glowing mane effect.
created glowing mane effect.
Created glowing mane effect.
Created glowing mane effect.
I created the close up version of his face.
I created the close up version of his face.

His eyes required a new level of detail and vascularity for the close-up.  I also created an new version of the face fur geometry in order to have smoother and more realistic look the fur as the face deforms underneath.

I created her clothing
I created her clothing

We developed the look on nurbs multi mesh models, then the character FX group created sim versions to enable nice fabric deformations.

I created her outfit.
I created her outfit.
I created Hal's clothing.
I created Hal's clothing.

I designed a system to enable lighters and directors to select from an array of T-shirt prints and colors on 'the fly'.

I created Big Hal's version of his outfit.
I created Big Hal's version of his outfit.
I helped to create 'Fat' Puss.
I helped to create 'Fat' Puss.
I helped to create 'Fat' Puss.
I helped to create 'Fat' Puss.

Another shot.

I created the paper mache mascots.
I created the paper mache mascots.

I created maps and shaders necessary to get the home made look of the school mascots.

I created this opossum from an old mouse model.
I created this opossum from an old mouse model.

Thanks to the surfacing, we were able to convert a model once used for a mouse, into a chilly looking opossum.

I created the Turkey Float.
I created the Turkey Float.

I created all the maps and shaders for this dancing crispy turkey.

Screen shot 2013-08-03 at 1.03.12 PM.png
Screen shot 2013-08-03 at 1.04.31 PM.png