IAN M WILMOTH

I contributed to the 3D asset modeling and look development for the following projects, which depict imaginary objects and scenes. This means there was no real life reference to exactly copy.


"THE UNREAL MOBILE" - personal

STUDIO: PERSONAL PROJECT

ROLE: Look Dev and lighting using UNREAL. Modeling and Rigging in MAYA.

NOTE: Look Development test renders made in the Unreal Engine. I designed and modeled the car, and made all the car shaders. Stock background assets were used.


"video cave demo content" - BURNS AND MCDONNELL

STUDIO: ASCEND STUDIOS (Orlando)

ROLE: Lead 3d and post artist. I performed look dev and lighting using REDSHIFT in CINEMA 4D, 3d modeling rigging layout and animation with CINEMA 4D, post with AFTER EFFECTS.

NOTE: This is a test render for a project that was rendered in 360° panoramic perspective at 12,000 pixel horizontal resolution split seamlessly between four 4k videos, for display on a fully immersive video cave at the headquarters of Burns & McDonnell, a multi-billion dollar engineering and commercial architecture company with 13,000+ employees.


"KULIPARI" ANIMATED FEATURE FILM style frames - NETFLIX

CLIENT: NETFLIX (Los Gatos CA)

ROLE: MAYA previs, CFX, contributed to VFX, rigging, character modeling, and animation; ZBRUSH sculpting; NUKE color grading, compositing

NOTE: The project is a teaser for a 3d feature adaptation of the 2d animated Netflix series.


"BEAUTY AND THE BEAST" TV SPECIAL TVCs - DISNEY + ABC

STUDIO: BAKED STUDIOS (LA)

ROLE: 3D Lead. MAYA Book 3d modeling, rigging, animation, BG modeling; PHOTOSHOP textures, REDSHIFT look dev.

NOTE: Aired on ABC and Disney+ This was the #1 TV show in the television ratings on it’s debut. Remote work.


"CLAY BUST" - personal

CLIENT: PERSONAL PROJECT

ROLE: All Tasks. Sculpted in ZBRUSH, base mesh poly model made in MAYA, textures with PHOTOSHOP, Look dev and lighing using ARNOLD in MAYA, Rigging, Animation and CFX using MAYA


SKATIN’ JADE DRAGON - REALTIME

CLIENT: PERSONAL PROJECT

ROLE: Sculpted in ZBRUSH, low polygon dragon base mesh and skateboard made in MAYA

NOTE: This is an embedded realtime model viewer.


"BILLBOARD AWARDS LIVE VISUALS" - BEYONCE

STUDIO: DIRT EMPIRE (NYC)

ROLE: MAYA generalist. All polygonal modelling, keyframe animation, look dev, CFX. I contributed to MAYA VFX, 3d motion graphics, 2d compositing with AFTER EFFECTS

NOTES: The first 2:30 shows the video that was projected during the performance. In the live broadcast they mostly showed close ups on Beyonce and had lots of cuts, so I made this edit to allow you to see the whole video/dance as it was performed live.


"SHOOTING STAR" MUSIC VIDEO - BAG RAIDERS

STUDIO: DIRT EMPIRE (NYC)

ROLE: 3D Lead. MAYA 3d. I did all of the 3d modeling, character rigging, keyframe animation, Look dev/lighting, scene layout, camera. I implemented cached dynamics of the falling blocks created by VFX TD Bobo Do. PHOTOSHOP textures. Work was performed remote/onsite hybrid.

NOTES: This video became the basis of a hugely popular meme, and the official Youtube upload has hit over 150 million views.


SCIFI Feature film hero asset - realtime

CLIENT: DIR. IAN HUBERT (YOUTUBE FAMOUS) (Seattle)

ROLE: I designed and modeled/look dev of the Icarias set/exterior and the black Aircar using MAYA. Textures with PHOTOSHOP. Look development and final delivery using BLENDER. Work was performed remotely.

NOTE: Youtube viral phenom Ian Hubert's feature debut. This asset had 12 minutes of screen time in total- mostly as a virtual set.


PARODY GUNDAM (realtime) - PERSONAL

CLIENT: PERSONAL PROJECT 

ROLE: All production tasks, using MAYA and PHOTOSHOP

NOTE: What if Weird Al was a 3d modeller? Thats the concept behind this artwork. Parody of a gunpla kit, made with Maya. An original design by me. The un-subdivided base mesh is only 89k polys, suitable for gaming.


"THEORY OF EVERYTHING" ANIMATED SHORT - personal

STUDIO: PERSONAL PROJECT

ROLE: I performed all tasks in this project, including writing and design. I did 3d Modeling, rigging, animation, look dev, lighting and VFX using MAYA. 2D with PHOTOSHOP. Post with AFTER EFFECTS. AI with KLING.

NOTE: The story is about psychology


"Motoworld WEBsite" style frames - MOTOROLA

CLIENT: DraftFCB (NYC)

ROLE: Lead 3d. I performed all 3d and Lookdev tasks using PHOTOSHOP, and MAYA.

NOTE: These stills are from Flash animations that were embedded in a website. Remote work.


"THE PIPER" MUSIC VIDEO - dir. Jon Watts (spiderman)

PRODUCTION COMPANY: GREENCARD PICTURES (NYC)

ROLE: 3d Lead. All 3d production and Previs tasks aside from animating the forest at the end, using MAYA; creating texture maps from handmade illustrations using PHOTOSHOP. I contributed to post with AFTER EFFECTS. Work was performed remotely.

NOTES: Directed by JON WATTS (SPIDERMAN) Illustrations by Katy Horan were adapted for use as textures.


"TYLENOL 500" PRINT Asset - tylenol

CLIENT: THE 3D AGENCY (NYC)

ROLE: Lead 3d I performed the 3d modeling of the engine using MAYA. Remote work.

NOTES: This image was made at print resolution and used in multiple layouts, and repurposed for online also


overheated TRUCK - Personal

CLIENT: PERSONAL PROJECT

ROLE: All production and design tasks using MAYA ,PHOTOSHOP, and AFTER EFFECTS. I entirely 3d modeled this truck from scratch.

NOTE: I made this project out of frustration with the character designs in Pixar's “Cars”. In my opinion, the front of a car already forms a face without putting eyes on the window.. The rig could lip sync, but I got bored and never thought of anything to have it say.


"WIND IN THE WILLOWS" FEATURE PITCH - dir. jon watts (spiderman)

CLIENT: JON WATTS (Spiderman director) (NYC)

ROLE: Lead 3D. I performed all 3D tasks on this project using MAYA and ZBRUSH. Compositing with AFTER EFFECTS. Textures and Matte painting with PHOTOSHOP. Remote work.

NOTE: This was made to support a pitch for a feature film, updating “The Wind in the Willows” classic animation using CGI but retaining a stop motion feel.


KONOKOKINOKO "decriminalize nature" NFT

CLIENT: KONOKOKINOKO (Seattle)

ROLE: I performed all production tasks using MAYA, PHOTOSHOP, ARNOLD, and AFTER EFFECTS

NOTE: This is a test render of an asset which the client intended to make into an NFT


yat labs NFTS

CLIENT: YAT LABS (Nashville)

ROLE: I performed look dev and texturing using MAYA, PHOTOSHOP, and ARNOLD

NOTE: Remote work


"DER E-BRIEF" TV SPOT - DEUTSCHE POST

STUDIO: PSYOP  (NYC)

ROLE: MAYA generalist. Contributed to scene layout and modeling of the cyber-world, configured 50 plus render passes as requested by the post artists.

NOTE: Despite being for the German market, work was performed in NYC.


"Gengi" VIDEO GAME PROMO ART - SONY

CLIENT: ARTMACHINE (LA)

ROLE: I lit, surfaced, rigged, and posed the characters using MAYA, post with PHOTOSHOP. Model and texture maps provided by client. Remote work.

NOTE: This is a look development test for the image which was used on the physical cover of the video game “Gengi”


"THEORY OF EVERYTHING" mural - PERSONAL

CLIENT: PERSONAL PROJECT 

ROLE: I performed all modeling, rigging, VFX using MAYA, textures with PHOTOSHOP, and compositing with AFTER EFFECTS

NOTE: This image is designed to make the a similar point as the animation, but compressed into a single image.

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