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RIGGING &
TECH ART

Features

  • This in-progress rig features procedural mesh blending such as the ears and hips to add flexibility and make cartoon-style animation easier. This was created in Geometry Nodes, so it can easily be imported into or recreated in Unity or another engine.

  • FK and IK switching in all limbs, as well as a driver-based foot roll mechanism that automatically keeps the toes on the ground when walking. The rig also utilizes special tweaker bones to allow the animator to manually edit the rig to prevent clipping or add squash and stretch to the animation.

  • I made the toon-style shader from scratch by combining multiple black and white masks, and it is a near 1 to 1 recreation of the character shader found in Nintendo's The Legend of Zelda: Breath of the Wild . It is entirely based off of the mesh normals relative to both the camera and false "light source" represented by an empty object.. This way the character is shaded independently from the environment, and can be set to ignore scene lighting entirely.

**Character design by Joseph Catalanello

Procedural Grass Generation

  • A recreation of Unreal Engine's grass generation in Geometry Nodes that can be imported into Unity. It is all texture-based, so the path can be edited quickly and easily. Animated noise textures affect both the grass rotation and color to mimic wind waves. There is also a noise-based height map to make the untrod ground bumpier.

MODELS

Autodesk Maya & Blender

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CONTACT

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470-399-2252

©2022 by Peyton Herter. Proudly created with Wix.com

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