Niek van Gorp
Technical Artist
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Rigging


Tentacle Rigging Tool
This tool is created to quickly implement trunk or tentacle rigs based of a concept found in Jeff Brodsky's Trunk rig.

The usability of this tool really shines when you need to create a highly dynamic tentacle-like rig for an asset, and can be used both on its own or to complement a rig (for instance as a tail).

Programs: Maya 2015 / QtDesigner4
Scripts: Python with: Pymel for Maya, PySide

​Cosmosaurus Rig
This rig was build for a third year cinematic project at International Game Architecture and Design. The story is about a dinosaur who wants to fly to the moon, but who isn't really capable. For more info please visit the projects website.

Programs: Maya 2013/ Maya 2014
Model by Emiel Stijker
Special thanks to Arlon Swaders


Phynna Rig
The Phynna rig was build for Gamelab, our weekly school simulation of a real work environment. Our team made a complete 3 levels game in just 14 days. This project is was continued for the 2014 Imagine Cup. To see the trailer for the first iteration please visit this link.

Programs: Maya 2014/ Unity
Model by Bram Smulders
Concept by Derk Over

A trailer for this project can be found on the Other page. 

Tank Rig
Made as a project for our introductory class to scripting and constraining. This was a 1st year class where we had to write scripts, rig a robotic leg and prepare this tank for animation.

Programs: Maya 2012

Side FX Houdini


Graduation Project
During my graduation I worked together with Pim Hendriks to create a short cinematic. During our final production we spend our energy on a single shot. For this I created the growing plants, destruction and smoke effects.


L-systems
During our Houdini courses in the third year we had to build L-systems which would procedurally generate plants. 

Currently I'm working on a project which features more rich plants. The last image is a preview of this, which will be expanded at completion. 

Procedural Castle Generator
During my specialisation phase I decided to build a procedural castle generator. This tool was capable of generating a game-engine ready mesh with a single input curve as the base of the castle. If wanted seperate towers could be added, or a castle wall. 

As the third image shows the inner walls of the castle adapt to the towers the user places in the main building. This tower will automaticly orientate the entrance to suit the building.

The towers are customisable with both a round or a square base shape, multiple floors, random or structured arrow slits, and multiple styles of battlements. 

The gatehouse needs a single tower as an input. This tower would be rotated and mirrored correctly to the inside of the castle. By removing its bounding box from the wall the gate is perfectly incorporated. The height and thickness depends on the input tower, and the width can be adjusted in the "gatehouse" asset.

Gravity Well
A simple gravity well to display the different weights and mass of a planetary system.
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