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Scott Delbressine

Netherlands,  Amsterdam SAE Institute Amsterdam,  Interactive Animation,  November 01, 2015
Hi! I am Scott Delbressine a 22 year old Dutch 3D student living and studying in Amsterdam. I have always loved film, gaming and animation and after completing my undergraduate degree in media and culture I decided to pursue my passion in digital animation. When creating new projects Autodesk Maya is my software of choice. I have not chosen a specialization in the animation production pipeline but my interests are leaning towards rigging which I have been studying more in depth with the Rigging Dojo. Over the past few months I have been working on a new character, his name is Rudi, and he will be my submission to this contest.
  • Animation
  • Editing
  • Generalist (all)
  • Modeling
  • Rigging
  • After Effects
  • Final Cut Pro
  • Maya
  • Mental Ray
  • Mudbox
  • Photoshop
  • Unity 3D
Pixologic
  • NEXT-GEN GAMING
  • Student of the Year
  • 1127 Page Views
  • 6 Images
  • May 12, 2015
This project was started through a friendly bet. My roommate, Rudi van de Schoor, is an amazing illustrator and as a challenge he created an adorable 2D character and challenged me to bring it to life. I created RUDI the cute 3D monster. All of the modeling, texturing, rendering, rigging and animation I have done on my own and it has been an amazing challenge. I took it one step further and decided to create a natural environment for RUDI. Like most of my projects I worked with Maya, Mudbox, Photoshop and After Effects to create RUDI and his world which I put together in the game engine Unity. During the rigging process I used many different skeletons and set ups (ex. ribbon rig, broken skeleton, IKFK switching) in order to determine which was the most natural and convincing for my character and his design. After testing some rigs, I knew I wanted a character who was clumsy to match his adorable design. In the end I used a very simple rig with squash and stretch functionality for arms and legs which animates really fast and easy. The real struggle was making this squash and stretch functionality work in the game engine Unity 3D and still have nice deformations on the character. Eventually I got this working using leaf joints for skinning and building a squash and stretch system based on translation rather than scaling. In the end everything worked as expected in Unity and Maya and now you can control RUDI roaming through his home in his very own level.

People's Choice Awards

The CG Student Awards - People's Choice Award is open to all entrants. This prestigous category is voted by the general public, not the judging panel. It gives everyone a voice, and allows for an open discussion of all the amazing entries submitted to the Awards.

To vote, simply select the orange "Vote for entry" button above. You will be asked to add a score and a small comment. More information can be found on the Category and the Prize pages.

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Rebus Farm