Testimonials
I had the pleasure of working with Andy both as a peer and as a manager and he was always awesome to work with in both roles. Andy is definitely one who is passionate about his craft. His knowledge, expertise and just his general attitude qualify him as a leader in his field. He is a creative problem solver, a collaborator, and a reliable team player that you can count on to get the job done; and you can bet he will go above and beyond, all while keeping a positive attitude and loving what he does. The quality of his animation work is second to none. I would highly recommend Andy to anyone who has an animation project and wants to get it done right and on time. "Andrew was a valuable asset to the art team at MyRooms. He was the go to guy when anyone had a technical issue. He was 1 of 2 people creating Rigging and Animating. With out him there would have been countless headaches trying to get our complex rigs into the game engine. Highly recommended for anyone needing animations and rigs for games." |
Andrew Winkler
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Additional Portfolio Work
Latest Renders - Arnold
Pipeline Tools - Business Promotion |
Pipeline Tool Sidebar
I worked on a few pipeline tools for the 3D team at Business Promotion that would help speed up our workflows and help keep our main settings more consistent.
The first one on the left, was a collection of small tools that helped make common commands more accessible. Being able to change Arnold mesh render settings for selected objects or all objects in a scene was a helpful addition due to Maya only allowing you to do one object at a time in the attribute editor. The other Arnold specific control was specific to switching the selected meshes between opaque and transparent. Other tools were taking things that Maya already had built-in, and organizing them to be more easily accessible. This included creating and managing render layers, managing and using quick select sets, removing duplicate and unused materials from scenes, and changing render settings to match our default pipeline settings and simply adjusting the sample values to match for your scene. Render Sequencer
The render sequencer was something I wrote that allowed us to render on any computer without needing to rely solely on batch rendering. It creates a container with attributes for camera, render layers, frame start/end, prefix, scene name, file directory, skip existing, and render stats directory. The container is stored within the Maya file; this alone saved us many headaches of having to retype frame and file path values into a batch file or a sequence, which made it very convenient when starting renders on other computers.
Using these settings, you can animate and render an entire scene with swapping render layers, separate cameras, different directories, different prefixes, and it would all and render correctly. The sequencer would check for errors before rendering; it would make sure that cameras, render layers, and file directories exist and are all valid paths, that textures were connected and valid, and had the option to skip existing frames if you had to start and stop renders between work hours. You could also specify what order you would want to sequencer to go in, and you could generate batch files from this sequencer that would preserve the render order and settings. This was incredibly useful for our pipeline and was something we used on almost every project. It was definitely something that worked well within a small team. |
Galxyz - 3D Artist, Rigging, Animation, Cinematics
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This was a project that I really enjoyed working on and that I loved the premise of. The game is a third-person science adventure game aimed to help kids better understand basic science principles. I worked on many different aspects of the game, but my primary focus was on modeling, character rigs, animations, and creating in-game cutscenes.
Media Mentions:
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The Void
Eve Rig Demo
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This rig was a collaboration between myself and the Technical Director. We decided to use the HumanIK rig due to the need to retarget animations to different avatars within Maya and wanted something that wouldn't take too long to work with. I set up the body and hand portions of the rig, while the facial rig was made by the Technical Director. We didn't like how the hand controls worked in the HumanIK system, so I made custom hand controls based on our animators' preferences.
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