Hi, I’m Bailey Smith. I’m a 3D generalist with 7 years of experience across feature animation, TV, and commercial projects. I have a strong foundation in Maya, specializing in the character pipeline, lighting, and look development. I love collaborating across departments to deliver creative and technically robust assets.
I enjoy solving production challenges, building rigs, optimizing lighting, and shaping look development from concept to final render. I’m always keen to learn new tools, improve pipelines, and communicate clearly with directors and teams to help productions run smoothly.
Experience Level
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Education
Qualifications
Industry Experience
This personal project explores the design, modelling, and rigging of a stylised mechanical character. The focus was on creating a visually appealing design while maintaining clean, production-ready topology and a robust rig capable of supporting complex mechanical articulation.
The project allowed me to develop and refine my end-to-end workflow, from concept development and hard-surface modelling through to rigging, look development, and final presentation. Particular attention was given to mechanical joint construction, deformation, and creating a rig that was both stable and animator-friendly.
While the project is currently presented as a work in progress, I plan to revisit it with an updated design, higher levels of detail, and a complete surfacing and texturing pass to further push the quality of the final asset.
This project began as a simple exercise in character design and sculpting in Maya, with a primary focus on perfecting ‘form’ and achieving a strong sense of ‘appeal.’ What started as a creative exploration quickly grew into something much more ambitious. As the design took shape, I decided to push the project further by developing a fully realized pseudo-FACS-based facial rig.
Using the SHAPES plugin in Maya, I worked to create a robust and expressive rig capable of handling complex facial deformations with precision. The process involved delving deep into the intricacies of facial anatomy and understanding how to replicate natural expressions while ensuring flexibility for animation. This evolution not only enhanced the character’s realism but also allowed me to refine my skills in both rigging and technical artistry.
The journey from sculpting to rigging was a rewarding challenge, and I’m thrilled with how this project has transformed from a simple exercise into a complete and versatile character asset
This project is a faithful 3D recreation of an original character concept by artist Max Grecke. The goal was to translate the 2D artwork into a fully realized production-ready character while preserving the charm, proportions, and personality of the original design.
The character was modelled with clean topology and efficient edge flow suitable for deformation and animation, making it ready for rigging and production workflows. Throughout the project I focused on maintaining the stylised appeal of the concept while ensuring the asset met professional standards for animation.
Responsibilities
Character modelling
Topology and retopology
UV layout
Texturing and surfacing
Look development
Production-ready mesh preparation for rigging
Original character concept by Max Grecke.
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