elyssala.com Open in urlscan Pro
2a02:4780:3:710:0:3637:6f32:2  Public Scan

Submitted URL: http://elyssala.com/
Effective URL: https://elyssala.com/
Submission: On March 23 via api from US — Scanned from SG

Form analysis 2 forms found in the DOM

POST https://elyssala.com/

<form class="et_pb_contact_form clearfix" method="post" action="https://elyssala.com/">
  <p class="et_pb_contact_field et_pb_contact_field_0 et_pb_contact_field_half" data-id="name" data-type="input">
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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
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