elyssala.com
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Submitted URL: http://elyssala.com/
Effective URL: https://elyssala.com/
Submission: On March 23 via api from US — Scanned from SG
Effective URL: https://elyssala.com/
Submission: On March 23 via api from US — Scanned from SG
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Text Content
* Home * Portfolio * About * Contact * Home * Portfolio * About * Contact * Icon List Item * Icon List Item * Icon List Item * Icon List Item * Icon List Item * Icon List Item * Icon List Item * Icon List Item Your content goes here. Edit or remove this text inline or in the module Content settings. You can also style every aspect of this content in the module Design settings and even apply custom CSS to this text in the module Advanced settings. Your content goes here. Edit or remove this text inline or in the module Content settings. You can also style every aspect of this content in the module Design settings and even apply custom CSS to this text in the module Advanced settings. Your content goes here. Edit or remove this text inline or in the module Content settings. You can also style every aspect of this content in the module Design settings and even apply custom CSS to this text in the module Advanced settings. Your content goes here. Edit or remove this text inline or in the module Content settings. You can also style every aspect of this content in the module Design settings and even apply custom CSS to this text in the module Advanced settings. Your content goes here. Edit or remove this text inline or in the module Content settings. You can also style every aspect of this content in the module Design settings and even apply custom CSS to this text in the module Advanced settings. Your content goes here. Edit or remove this text inline or in the module Content settings. You can also style every aspect of this content in the module Design settings and even apply custom CSS to this text in the module Advanced settings. PreviousNext PreviousNext Slug character modeling study. Focused on modeling, blendshapes, rigging and animation. Part 1 of character workshop in class. Tested the limits of trying to wink with one eye. Software used: Maya and After Effects Humanoid character model study. The focus initially was on modeling, topology, texturing, blendshapes, rigging, animation and a little gameplay. Later down the track the new focus was on lighting and post-processing. The original concept was drawn in Photoshop and everything else in Maya. Software used: Maya, Photoshop, Unity, Nuke and After Effects Your content goes here. Edit or remove this text inline or in the module Content settings. You can also style every aspect of this content in the module Design settings and even apply custom CSS to this text in the module Advanced settings. Your content goes here. Edit or remove this text inline or in the module Content settings. You can also style every aspect of this content in the module Design settings and even apply custom CSS to this text in the module Advanced settings. Your content goes here. Edit or remove this text inline or in the module Content settings. You can also style every aspect of this content in the module Design settings and even apply custom CSS to this text in the module Advanced settings. Your content goes here. Edit or remove this text inline or in the module Content settings. You can also style every aspect of this content in the module Design settings and even apply custom CSS to this text in the module Advanced settings. Your content goes here. Edit or remove this text inline or in the module Content settings. You can also style every aspect of this content in the module Design settings and even apply custom CSS to this text in the module Advanced settings. Your content goes here. Edit or remove this text inline or in the module Content settings. You can also style every aspect of this content in the module Design settings and even apply custom CSS to this text in the module Advanced settings. Your content goes here. Edit or remove this text inline or in the module Content settings. You can also style every aspect of this content in the module Design settings and even apply custom CSS to this text in the module Advanced settings. Your content goes here. Edit or remove this text inline or in the module Content settings. You can also style every aspect of this content in the module Design settings and even apply custom CSS to this text in the module Advanced settings. Your content goes here. Edit or remove this text inline or in the module Content settings. You can also style every aspect of this content in the module Design settings and even apply custom CSS to this text in the module Advanced settings. Your content goes here. Edit or remove this text inline or in the module Content settings. You can also style every aspect of this content in the module Design settings and even apply custom CSS to this text in the module Advanced settings. Liminal VR internship project. Daniel Butcher modelled Corrupted Boss. My focus was on texturing, topology, rigging and animation. Roles included: Lead Animator, Character Artist and Environment Artist Software used: Maya, Photoshop, Unity and After Effects Capstone Project: Animated Short Film. The focus of this piece was to create an animated short film based on an original synopsis I wrote and to learn new software. Roles included: Director, Producer, Animator, Compositor and Character Artist Software used: Polycam, Blender, Metahuman Creator, Unreal Engine 5, Marvelous Designer, Maya, Mixamo and After Effects Group project Study focused on creating clean topology, texturing, blendshapes, rigging and animation. Concept art was by Malvika Gopinath, everything else was done by me. Roles included: Producer, Character Artist, and post-processer Software used: Maya, Substance Painter and After Effects Bootcamp study. The focus was to play and learn Unreal Engine 4. Produced every asset Maya and imported it into Unreal Engine 4. Sky and water simulations were done in the engine. Software used: Maya, Photoshop, Substance Painter, Unreal Engine 4 and After Effects. * Modelled in Maya * Used a cube and added subdivisions to it * Used the bend tool to bend the cube * The extrusion and bevel tool was used to create the doorway bend * Added plane in the back * Edited plan to fit the size of the door so glow would not exceed the doorframe * Modelled different variations of pillars * Struggled to choose between a traditional and a modernised pillar * Receive feedback and decide to go with the traditional pillar * Rocks modelled for a different project * Decided to reuse it for the Celestial Doorway project * Rocks modelled with a minimum polycount of 40 to a maximum of 200 * Attempted to model crystals following YouTube tutorials * Wasn't getting the outcome I wanted * Got feedback from the lecturer and discovered a new tool called boolean subtract * Used the boolean subtract tool tp cut sections of the object to create either a sharper or blunter state * Duplicated the best crystals multiple times and grouped them * Added a plane underneath the crystal groups to give it some surface * Once I was happy with all my assets I exported them out of Maya and imported them into Unreal Engine 4 * I added the crystals, rocks, doorways and pillars * I was learning how to add as well as use textures and materials * The object I worked my hardest on was the crystals to illuminate Here are the render tests and outcomes of the developing Celestial Doorway in Unreal Engine 4. Modelled: Pillars, crystals, rocks and doorway RENDER 1 Attempted to establish a camera angle in the scene. The shot appeared to be too low and green. RENDER 2 I was in the process of animating the camera movements. I also attempted to reduce the lighting in the scene. However, it now looked too dark. RENDER 3 Panned the camera out a bit so more details can be seen in the shot. Adjusted lighting to be slightly brighter. FINAL RENDER In this final shot I decided to pan the camera further back so more detail can be seen in the shot. I’m happy with this shot as it gives an ethereal and fantasy aesthetic. UPDATED FINAL RENDER Two years later I came back to this project and managed to get an audio engineer to create sound for Celestial Doorway. While adding in the audio I adjusted the camera movements to match the audio. I also adjusted the lighting to add to the ethereal and fantasy concept. The lighting of the doorway is brighter with a pinkish tint to it as well. PreviousNext PreviousNext This displays the videos leading to the final Celestial Doorway animation. Video 1: The camera is still and the animation that can be seen is the waves and sky moving drastically. Video 2: This was the final rendered animation where the camera slowly pans forward and upward. Updated Video: Added audio. Adjusted animation to audio and redid the lighting. Changed the ending of the animation where the camera enters the doorway and gets engulfed by the light. As if being transferred to a new world. About Me Greetings! I’m a dedicated 3D Artist and I’m thrilled to share my journey with you. With three years of hands-on industry experience, I’ve honed my skills and carved out my own unique niche in the realm of 3D modeling. My journey into the world of 3D modeling was inspired by my deep passion for video games. Playing games wasn’t just a pastime for me; it was a gateway to learning valuable life skills. Through countless hours of gaming, I discovered the importance of strategic planning and the art of teamwork. Video games taught me that true success often hinges on collaborative efforts, and I’ve embraced this lesson in my professional life. My ultimate dream is to contribute my expertise to an animation or game studio. I aspire to be at the forefront of crafting model assets and characters that captivate audiences and immerse them in incredible virtual worlds. With each project, I aim to push the boundaries of creativity, technical excellence, and innovation, all while staying true to my passion for video games that started this incredible journey. Thank you for visiting my “About Me” page. If you’d like to collaborate or discuss any exciting opportunities, please don’t hesitate to get in touch. Let’s bring imagination to life, one 3D model at a time. Resume WANT TO GET IN TOUCH? LEAVE YOUR DETAILS DOWN BELOW! Name Email Address Contact Me * Home * Portfolio * About * Contact * Home * Portfolio * About * Contact Slug character modeling study. Focused on modeling, blendshapes, rigging and animation. Part 1 of character workshop in class. Tested the limits of trying to wink with one eye. Software used: Maya and After Effects Humanoid character model study. The focus initially was on modeling, topology, texturing, blendshapes, rigging, animation and a little gameplay. Later down the track the new focus was on lighting and post-processing. The original concept was drawn in Photoshop and everything else in Maya. Software used: Maya, Photoshop, Unity, Nuke and After Effects Liminal VR internship project. Daniel Butcher modelled Corrupted Boss. My focus was on texturing, topology, rigging and animation. Roles included: Lead Animator, Character Artist and Environment Artist Software used: Maya, Photoshop, Unity and After Effects Capstone Project: Animated Short Film. The focus of this piece was to create an animated short film based on an original synopsis I wrote and to learn new software. Roles included: Director, Producer, Animator, Compositor and Character Artist Software used: Polycam, Blender, Metahuman Creator, Unreal Engine 5, Marvelous Designer, Maya, Mixamo and After Effects Group project Study focused on creating clean topology, texturing, blendshapes, rigging and animation. Concept art was by Malvika Gopinath, everything else was done by me. Roles included: Producer, Character Artist, and post-processer Software used: Maya, Substance Painter and After Effects Bootcamp study. The focus was to play and learn Unreal Engine 4. Produced every asset Maya and imported it into Unreal Engine 4. Sky and water simulations were done in the engine. Software used: Maya, Photoshop, Substance Painter, Unreal Engine 4 and After Effects. About Me Greetings! I’m a dedicated 3D Artist and I’m thrilled to share my journey with you. With three years of hands-on industry experience, I’ve honed my skills and carved out my own unique niche in the realm of 3D modeling. My journey into the world of 3D modeling was inspired by my deep passion for video games. Playing games wasn’t just a pastime for me; it was a gateway to learning valuable life skills. Through countless hours of gaming, I discovered the importance of strategic planning and the art of teamwork. Video games taught me that true success often hinges on collaborative efforts, and I’ve embraced this lesson in my professional life. My ultimate dream is to contribute my expertise to an animation or game studio. I aspire to be at the forefront of crafting model assets and characters that captivate audiences and immerse them in incredible virtual worlds. With each project, I aim to push the boundaries of creativity, technical excellence, and innovation, all while staying true to my passion for video games that started this incredible journey. Thank you for visiting my “About Me” page. If you’d like to collaborate or discuss any exciting opportunities, please don’t hesitate to get in touch. Let’s bring imagination to life, one 3D model at a time. Resume WANT TO GET IN TOUCH? LEAVE YOUR DETAILS DOWN BELOW! Name Email Address Contact Me Accessibility tools * Increase text * Decrease text * Grayscale * High contrast * Reverse contrast * Light background * Highlight links * Enable readability * White cursor * Black cursor * Reset -------------------------------------------------------------------------------- Powered by - Wemake Notifications