During the Master’s Degree in Rigging and Character FX (600 hours) at U-tad, I received specialized training based on real production standards, focused on the technical and artistic development of characters for film, video games, and advertising.
I was trained in key areas such as:
Modeling, shading, rigging, and advanced deformations, approached from different perspectives and workflows.
Creation of complex rigs for characters, creatures, and props, with a strong focus on matching model topologies to animation requirements.
Simulation of hair, cloth, and muscle systems, using advanced deformation techniques and physically-based behaviors.
Implementation of Pose Space Deformers, corrective shapes, and custom tools to enhance realism and improve pipeline efficiency.
Technical development through scripting and task automation, optimizing repetitive processes and daily workflows.
Character integration and setup in engines such as Unreal Engine, including materials setup, deformations, and control rigs.
The program concluded with a final professional project supervised by industry experts, replicating the demands of a real production and serving as a strong portfolio piece.